Wireframe - #33 - 2020

(Barry) #1
wfmag.cc \ 33

Designing great single player missions

Toolbox


on your position – easily found in cover shooters
like the Gears of War series.

Collect / Collect and deliver / Capture the flag
Pick up an item – or several items – and then go
to a location. Could also be used with information
gleaned from dialogue – this is typically found in
RPGs or open-world titles.

Construct / Craft
Assemble a system, or collection of structures,
to arrive at a specific end goal. This is something
of a special case, as this type of goal is highly
dependent on the game systems.
This game mode could be as simple as
ascending through a tech tree, or as complex
as designing an entire system (such as in a
Zachtronics game like Opus Magnum).

MAKING THE MOST OF A MODE
There are many other possible game modes you
could choose, or you could invest some time in
coming up with an original style. The point here
is to set up – and ideally test out – the basic
rules for the ‘meat’ of your mission in isolation.
Defending or escorting simply may not be much
fun in your game: better to find that out early
than dig yourself into a hole.

OBJECTIVES AND OBSTACLES
Once you have a broad idea of your mode, you
can start to think about the player’s goals and
objectives, both in terms of gameplay and in the
context of your game world.
The player will need to be able to tell themselves
a story about the level: where did they start and
where did they end up? What, or who, was in

 Modern open-world games
like Ubisoft’s Far Cry series
often throw heavily
constrained gameplay
scenarios at the player in an
effort to create variation.

Designing great single-player missions

Toolbox


MODE SELECTOR
A game mode is a simple set of rules predicated
on a very broad objective: think of something like
‘capture the flag’, ‘escort the payload’, or ‘defend
the castle’. When coming up with a mission
design, it never hurts to start with a game mode.
Let’s think about some classic game mode
paradigms – here’s a list:


Extermination
Kill all of the enemies – a common basic game
mode going back to the days of arcade titles.


Assassinate
Kill a specific enemy: a Hitman or Sniper Elite-style
mission, for example, or ‘destroy the shuttle’ from
Star Wars: TIE Fighter.


Patrol
Stay alive while moving between several
points in a level – this can easily be combined
with Extermination or other game modes. It’s
commonly found in combat flight sims.


Escort
Defend a vehicle or character while moving along
a route – a common (and infamous) game mode.


Support
Perform a specific minor role, such as reaching a
location, then provide cover for friendly characters



  • common in ‘corridor shooters’ like Call of Duty.


Infiltration
Reach a specific location – often seen in stealth-
driven games.


Defend / Hold-out / Horde
Prevent enemies from reaching a specific
location, or fight waves of enemies encroaching


TIME FOR
DESIGN
It’s often a good idea to
allocate development time
to working specifically on
game modes, independent
from any concern about level
design. A great time to do
this is immediately after the
game’s core design is locked
down during the prototype
phase at the start of the
development cycle. Flipping
your core gameplay, or trying
out classic paradigms like
‘capture the flag’ with the
toolset you’ve given players
can be a brilliant way of
exploring the strengths and
weaknesses of your design,
but also will give you space
to figure out just how far
you can push things further
down the road.
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