Wireframe - #33 - 2020

(Barry) #1
36 / wfmag.cc

Designing great single-player missions

Toolbox


Even simply transitioning to a new setting, or
revealing a dramatic story twist without a defined
gameplay effect can create a subtle effect: as long
as the element of surprise is on your side, there’s
a whole host of things you could try.
Occasionally, it can be good to switch things up
by introducing a gameplay constraint or modifier.
Here’s a list of areas you could explore:

Time
Introduce a time constraint for a specific action.

Awareness
Ask the player to go undetected by enemies.

Movement
Restrict or alter the player’s movement.

Resources
Change or restrict the player’s resources.

Information
Give the player more or less information about
what is about to happen.

Openness
Alter the range of choices available to the player.

One note here: modifiers can be extremely
annoying if used improperly. I doubt there is a
single player in the world who loves a crass time

BEST-LAID
PLANS
A strong foundation for a twist
can be to use a tried-and-tested
screenwriter trick: “What if
the plan fails?” Our heroes are
trying to break into a bank vault
but someone trips the alarm.
The gun jams; the key snaps in
the lock; the wizard loses their
powers. Try throwing the player
a curveball and see how they
deal with it.

limit, a poorly implemented, enforced stealth
section, or tedious turret sequence. Here are three
concepts which might help avoid these pitfalls:

Give, don’t take away
Giving the player a special resource or interesting
short-term weapon can be more enjoyable than
robbing them of their equipment or forcing them
to use their starting weapon for a section.

Keep it snappy
Use modifiers briefly and sparingly – modified
gameplay is a side dish to offset the main course
of your core design.

Praise, don’t punish
Let the player get a benefit for succeeding in a
modified gameplay section, rather than punishing
them for failing. If there has to be a discrete failure
state, give them something fun to do while they
recover. There’s something about modifiers which
makes designers panic when it comes to risk/
reward, often asking the player to restart entire
sections if things go wrong: don’t fall into this trap.

GO GO GADGET
The nuclear option when it comes to twists and
modifiers is the ‘gadget mission’ – this is an entire
level which is predicated on a heavily altered
gameplay. These can be an effective choice for
ensuring variation in your campaign, but be sure
to apply the techniques above to make sure they
don’t alienate or bore players.

 Combat flight sims
like the Ace Combat
series can provide an
excellent source of
inspiration for game
mode types.


 Blizzard’s StarCraft (seen here in
all its recently remastered glory)
packs its single-player mission
full of tricks and modifiers to
challenge the player.
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