Level Up! - The Guide to Great Video Game Design
By Scott Rodgers
‘A minigame is a simple game created to provide variety’ and
‘A microgame is a minigame that takes seconds to play’. Reading this, I feel
that the games that I am going to make will be leaning towards microgames more
than mingames.
The challenge of microgames for the player is figuring out
how to play them in the short allotted time. They are quick and easy to make
and offend represent more complex player activities. The author believes that
any activity could be represented by a minigame and gives a few examples of
some that already exist. Lock picking and cooking dinner being two.
He gives several tips on making minigames. Keeping the
controls simple is a must as they imply ‘easy-to-learn’ gameplay. Keeping the
gameplay short, as I am looking at making microgames, I am going to aim to have
the games last 5 – 10 seconds.
He then goes on to talk about adding new elements to the
game with each progression or group progression. I had planned to do something
along these lines, when the player completed a set of games, they would
progress onto the next difficulty tier. Finally he talks about having a victory
or loose condition so the player is not playing forever.
Lastly he talks about some ‘Universal Truths and Clever
Ideas’.
‘Design mechanics, hazards and props that work well with
each other’. My understanding of this is that you should not use anything that
seems out of place. For example, if you made a game where you were a cat trying
to get home by jumping from roof to roof and a load of aliens came down,
started shooting everyone that you needed to avoid, they would seem out of
place.
‘Good game design is like music: it has a rhythm that the
player can feel’. I think this is similar to the above and making sure the game
feels nice to play.
‘Games should be challenging but not overly difficult’. This
is the one that I will mostly likely struggle with. As I have said before, because
I will test the game for bugs again and again, the games to me will feel too
easy because I know how to beat them.
‘No rocks on the heads of the player: be fair when punishing your player’. From other
books ive read, it is common knowledge that ‘cheap deaths’ where players are
killed without warning, can dishearten some players. However, there have been
some games built around the concept of cheap deaths and the other way to win is
to die hundreds of times to learn every stage. ‘I want to be the guy’ is a good
example of one of these.
‘Be creative: don’t resort to worn-out clichés like crates and
whack-a-mole unless you have to.’ I think that this is what the other book was
talking about, how to use old ideas but then put your own twist on them.
‘No cat Moustache: don’t make puzzles so cryptic that the
player can’t use logic, knowledge, or skill to solve them’. At the start of
each of my minigames, I had intended to give a single vague hint along with the
controls for the current game. Also, as I am aiming to build micro games, I don’t
think there would be enough time for the player to complete a complex challenge.
‘Give the player opportunities to catch their breath by providing
plenty of checkpoints’. For my mini games, I have planned them so they will
wait until the player chooses to start them. Therefore, if there is a knock at
the door or someone starts talking to them, they are able to stop without losing
the whole game.


