Applying correctly a gimmick

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PopYoshi
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Applying correctly a gimmick

Postby PopYoshi » Sun May 05, 2019 3:27 pm

When you decide a gimmick for a level, what's the correct way to apply them correctly? It depends of the gimmick but I'm talking more in a general view without going into an specific terrain.
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Re: Applying correctly a gimmick

Postby Enjl » Sun May 05, 2019 3:56 pm

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Re: Applying correctly a gimmick

Postby Eri7 » Sun May 05, 2019 4:05 pm

So first, find a gimmick which provides gameplay interactions, the more, the better, then design few setups based on the interactions and if they are fun to play through, start designing the rest of the level, you can use a level design formula to your advantage as to be able to properly design around the gimmick's interactions and to be able to get ideas on more interactions/setups. That's what i do and for the most part it works.
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Re: Applying correctly a gimmick

Postby PopYoshi » Sun May 05, 2019 4:46 pm

Eri7 wrote:
Sun May 05, 2019 4:05 pm
So first, find a gimmick which provides gameplay interactions, the more, the better, then design few setups based on the interactions and if they are fun to play through, start designing the rest of the level, you can use a level design formula to your advantage as to be able to properly design around the gimmick's interactions and to be able to get ideas on more interactions/setups. That's what i do and for the most part it works.
Now I get why there's gimmicks videos instead of levels showcasing the gimmick itself
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Re: Applying correctly a gimmick

Postby Waddle » Mon May 06, 2019 3:31 am

Eri7 wrote:
Sun May 05, 2019 4:05 pm
So first, find a gimmick which provides gameplay interactions, the more, the better, then design few setups based on the interactions and if they are fun to play through, start designing the rest of the level, you can use a level design formula to your advantage as to be able to properly design around the gimmick's interactions and to be able to get ideas on more interactions/setups. That's what i do and for the most part it works.
"The more, the better" is not a great stance when it comes to gimmicks. More often than not, one or two "gimmick"-elements and their interactions with other NPCs will suffice. If you start piling gimmicks onto each other you risk overwhelming the player. Combining gimmicks is a splendid design strategy- combining too many gimmicks is not.
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Re: Applying correctly a gimmick

Postby Eri7 » Mon May 06, 2019 3:47 am

Waddle wrote:
Mon May 06, 2019 3:31 am
Eri7 wrote:
Sun May 05, 2019 4:05 pm
So first, find a gimmick which provides gameplay interactions, the more, the better, then design few setups based on the interactions and if they are fun to play through, start designing the rest of the level, you can use a level design formula to your advantage as to be able to properly design around the gimmick's interactions and to be able to get ideas on more interactions/setups. That's what i do and for the most part it works.
"The more, the better" is not a great stance when it comes to gimmicks. More often than not, one or two "gimmick"-elements and their interactions with other NPCs will suffice. If you start piling gimmicks onto each other you risk overwhelming the player. Combining gimmicks is a splendid design strategy- combining too many gimmicks is not.
I meant gimmick interaction, PopYoshi if you had only one interaction, the level will be boring since it will be repetitive, providing more interaction through different setups and challenges is what makes the level interesting and fun to play. You can also add twists to your gimmick in order to squeeze out more interactions. Anyways I think waddle misunderstood me but his statement is true as well.
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Re: Applying correctly a gimmick

Postby Waddle » Mon May 06, 2019 4:35 am

Eri7 wrote:
Mon May 06, 2019 3:47 am
Waddle wrote:
Mon May 06, 2019 3:31 am
Eri7 wrote:
Sun May 05, 2019 4:05 pm
So first, find a gimmick which provides gameplay interactions, the more, the better, then design few setups based on the interactions and if they are fun to play through, start designing the rest of the level, you can use a level design formula to your advantage as to be able to properly design around the gimmick's interactions and to be able to get ideas on more interactions/setups. That's what i do and for the most part it works.
"The more, the better" is not a great stance when it comes to gimmicks. More often than not, one or two "gimmick"-elements and their interactions with other NPCs will suffice. If you start piling gimmicks onto each other you risk overwhelming the player. Combining gimmicks is a splendid design strategy- combining too many gimmicks is not.
I meant gimmick interaction, PopYoshi if you had only one interaction, the level will be boring since it will be repetitive, providing more interaction through different setups and challenges is what makes the level interesting and fun to play. You can also add twists to your gimmick in order to squeeze out more interactions. Anyways I think waddle misunderstood me but his statement is true as well.
Regardless of a perceived misunderstanding, "the more the better" is a flawed stance. Quality over quantity baby.
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Re: Applying correctly a gimmick

Postby RudeGuy » Mon May 06, 2019 12:19 pm

I'd also recommend this: https://smwc.me/835230
im bored

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Re: Applying correctly a gimmick

Postby PopYoshi » Mon May 06, 2019 3:11 pm

RudeGuy wrote:
Mon May 06, 2019 12:19 pm
I'd also recommend this: https://smwc.me/835230
Gonna take a look at that along the videos Enjl sent
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