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The Pitfalls and Most Common Problems in Game Design (and How to Fix Them): A guide for new game designers and game developers

<p><a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;building-blocks-of-tabletop-game-design-an-encyclopedia-of-mechanisms">Game levels are the building blocks of gameplay<&sol;a>&period; Well-designed levels guide players on an exciting journey filled with challenges to overcome&comma; stories to uncover&comma; and skills to master&period;<&sol;p><p>But creating great <a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;tag&sol;game-levels-design" data-type&equals;"link" data-id&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;tag&sol;game-levels-design">game levels<&sol;a> is far from easy&period; Even experienced designers can fall into traps and pitfalls that sabotage the player experience&period;<&sol;p><p>In this comprehensive guide&comma; we’ll dive deep into the most prevalent issues that plague game level design&period; We’ll dissect real-world examples and walk through proven solutions to avoid these problems in your own projects&period;<&sol;p><p>Whether you’re building sprawling 3D worlds or tight 2D side scrollers&comma; you’ll find tips here to polish your level design skills&period; Let’s get started&excl;<&sol;p><figure class&equals;"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class&equals;"wp-block-embed&lowbar;&lowbar;wrapper">&NewLine;<amp-youtube layout&equals;"responsive" width&equals;"1200" height&equals;"675" data-videoid&equals;"8uE6-vIi1rQ" data-param-app&equals;"desktop" title&equals;"Cursed Problems in Game Design"><a placeholder href&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;watch&quest;app&equals;desktop&amp&semi;v&equals;8uE6-vIi1rQ"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;8uE6-vIi1rQ&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"Cursed Problems in Game Design"><&sol;a><&sol;amp-youtube>&NewLine;<&sol;div><&sol;figure><h2 class&equals;"wp-block-heading">The Pitfalls and Most Common Problems in Game Design<&sol;h2><h2 class&equals;"wp-block-heading" id&equals;"overview-of-common-level-design-problems">Overview of Common Level Design Problems<&sol;h2><p>Before we dive into the details&comma; here&&num;8217&semi;s a high-level overview of some of the most common pitfalls covered in this guide&colon;<&sol;p><ul class&equals;"wp-block-list"><li><strong>Overwhelming scale and complexity<&sol;strong> &&num;8211&semi; Levels that are too large or convoluted quickly become disorienting<&sol;li>&NewLine;&NewLine;<li><strong>Excessive enemy density<&sol;strong> &&num;8211&semi; Combat suffers when too many foes are crammed together<&sol;li>&NewLine;&NewLine;<li><strong>Unclear objectives and wayfinding<&sol;strong> &&num;8211&semi; Players get frustrated when goals and direction are ambiguous<&sol;li>&NewLine;&NewLine;<li><strong>Repetitive and boring tasks<&sol;strong> &&num;8211&semi; Rote challenges sap engagement<&sol;li>&NewLine;&NewLine;<li><strong>Unsatisfying difficulty curves<&sol;strong> &&num;8211&semi; Progression feels off with jagged spikes and plateaus<&sol;li>&NewLine;&NewLine;<li><strong>Levels disconnected from story<&sol;strong> &&num;8211&semi; Gameplay and narrative feel disjointed<&sol;li>&NewLine;&NewLine;<li><strong>Lack of playtesting and iteration<&sol;strong> &&num;8211&semi; Flaws go unaddressed without extensive testing<&sol;li><&sol;ul><p>Careful planning and playtesting can help identify and fix these issues in l<a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;ten-principles-for-good-level-design-2">evel design<&sol;a>&period; Let&&num;8217&semi;s explore each problem in detail&period;<&sol;p><figure class&equals;"wp-block-image size-large"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;Untitled-1-1024x640&period;jpg" alt&equals;"Most Common Problems in Game Design - Games with Overwhelming Scale and Complexity - Source&colon; Resetera" class&equals;"wp-image-17053"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Games with Overwhelming Scale and Complexity &&num;8211&semi; Source&colon; <a href&equals;"https&colon;&sol;&sol;www&period;resetera&period;com&sol;threads&sol;games-with-grand-sense-of-scale&period;609474&sol;">Resetera<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-1-overwhelming-scale-and-complexity">Problem &num;1&colon; Overwhelming Scale and Complexity<&sol;h2><p>Creating massive worlds and convoluted levels may seem exciting initially&period; But in practice&comma; too much size and complexity often undermine great gameplay&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with Overwhelming Scale and Complexity<&sol;h3><p>When <a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;master-game-and-level-design-strategies-tools-challenges">designing levels<&sol;a>&comma; it’s tempting to go big&period; REALLY big&period; Wide open worlds that would take hours just to cross on foot&period; Labyrinthine dungeons with endless rooms and corridors&period; Interconnected zones crammed with places to explore&period;<&sol;p><p>Creating epic-scale levels seems exciting initially&period; But in practice&comma; massive size and complexity often undermine great gameplay&period; Too much space leads to aimless wandering&period; An overabundance of intersecting paths causes frustration&period; Exploring gradually stops feeling fun&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"examples-of-overly-large-levels">Examples of Overly Large Levels<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Daggerfall<&sol;strong> &&num;8211&semi; This open world RPG from 1996 is notoriously huge&period; With over 15&comma;000 towns and a gameworld larger than Great Britain&comma; hours can be spent simply walking between points of interest&period; But much of that in-between time feels like empty padding&period;<&sol;li>&NewLine;&NewLine;<li><strong>Wasteland<&sol;strong> &&num;8211&semi; This 1988 post-apocalyptic RPG has dense&comma; convoluted dungeon levels like the Finster Museum&period; Twisty halls spill into dozens of rooms&comma; with crucial items hidden in obscure corners&period; Players easily get lost down endless detours&period;<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading">How to Avoid Overwhelming Scale and Complexity<&sol;h3><p>Here are some tips to keep scale and complexity manageable&colon;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"clearly-define-the-core-path">Clearly Define the Core Path<&sol;h4><ul class&equals;"wp-block-list"><li>Even in nonlinear levels&comma; make sure there is a clear critical path for players to follow<&sol;li>&NewLine;&NewLine;<li>Use visual cues&comma; landmarks&comma; chokepoints and other design elements as &OpenCurlyDoubleQuote;breadcrumbs” to keep players oriented in the right direction<&sol;li>&NewLine;&NewLine;<li>Open world games often employ &OpenCurlyDoubleQuote;golden paths” &&num;8211&semi; suggested routes that take players past important waypoints while allowing for diversion and side exploration<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"playtest-for-pain-points">Playtest for Pain Points<&sol;h4><ul class&equals;"wp-block-list"><li>Watch playtesters carefully as they navigate your levels<&sol;li>&NewLine;&NewLine;<li>Make note of areas where they seem lost&comma; frustrated&comma; or disengaged<&sol;li>&NewLine;&NewLine;<li>Ask for direct feedback on confusing sections<&sol;li>&NewLine;&NewLine;<li>Refine and simplify parts that test poorly<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"use-wayfinding-features">Use Wayfinding Features<&sol;h4><ul class&equals;"wp-block-list"><li>Include mini-maps&comma; quest markers&comma; objective pointers to help orient players<&sol;li>&NewLine;&NewLine;<li>Use environmental signifiers like landmarks&comma; foliage changes&comma; architecture variations<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"set-clear-size-limits">Set Clear Size Limits<&sol;h4><ul class&equals;"wp-block-list"><li>Scope each level down during concept phase to fit budget&comma; schedule and team<&sol;li>&NewLine;&NewLine;<li>Be disciplined about cutting superfluous spaces that bloat levels without adding real value<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>Complexity and scale can easily spiral out of control&period; But with intentional design&comma; you can create levels that feel open yet satisfyingly navigable for players&period;<&sol;p><figure class&equals;"wp-block-image alignwide size-large"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;unnamed-1024x576&period;jpg" alt&equals;"Most Common Problems in Game Design - Excessive Enemy Density" class&equals;"wp-image-17054"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Excessive Enemy Density<&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-2-excessive-enemy-density">Problem &num;2&colon; Excessive Enemy Density<&sol;h2><p>Cramming too many enemies into close quarters quickly makes gameplay feel spammy and frustrating rather than fun&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with Excessive Enemy Density<&sol;h3><p>Some designers try to increase difficulty by overloading levels with enemies&period; But this backfires when taken too far&period; Densely packed enemies bring all sorts of issues&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Combat becomes repetitive and mindless rather than tactical<&sol;li>&NewLine;&NewLine;<li>Exploration is bogged down by constant attacks<&sol;li>&NewLine;&NewLine;<li>Enemies block paths&comma; doors&comma; interactive objects<&sol;li>&NewLine;&NewLine;<li>Resources are quickly drained due to relentless assaults<&sol;li>&NewLine;&NewLine;<li>Individual enemies lose significance<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"examples-of-excessive-enemy-density">Examples of Excessive Enemy Density<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Devil May Cry<&sol;strong> &&num;8211&semi; The original 2001 game was designed around long combat sessions against swarms of weaker foes&period; But many players felt combat became exhausting and monotonous rather than exhilarating&period;<&sol;li>&NewLine;&NewLine;<li><strong>Tomb Raider &lpar;2013&rpar;<&sol;strong> &&num;8211&semi; This reboot received criticism for throwing too many enemies at once against the player in certain areas&period; Combat started to feel more like a chore than a balance of action and exploration&period;<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading">How to Avoid Excessive Enemy Density<&sol;h3><p>Here are some tips for pacing enemy encounters&colon;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"space-out-encounters">Space Out Encounters<&sol;h4><ul class&equals;"wp-block-list"><li>Give players time to recover between battles &&num;8211&semi; don&&num;8217&semi;t just think about individual enemy placement<&sol;li>&NewLine;&NewLine;<li>The space between fights should be proportional to their size and difficulty<&sol;li>&NewLine;&NewLine;<li>A massive brawl should be followed by extended down time<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"map-difficulty-curves">Map Difficulty Curves<&sol;h4><ul class&equals;"wp-block-list"><li>Plot combat difficulty on a curve throughout the level&comma; with ebbs and flows in intensity<&sol;li>&NewLine;&NewLine;<li>Carefully pace high- and low-density combat to not overwhelm players<&sol;li>&NewLine;&NewLine;<li>Steady escalation is key &&num;8211&semi; avoid wild difficulty swings<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"use-metagates">Use Metagates<&sol;h4><ul class&equals;"wp-block-list"><li>Metagates are transitional spaces between combat arenas that let players prepare<&sol;li>&NewLine;&NewLine;<li>Examples&colon; Short corridors&comma; sealed doorways&comma; elevators<&sol;li>&NewLine;&NewLine;<li>They naturally space out enemy groups rather than forcing them together<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"playtest-extensively">Playtest Extensively<&sol;h4><ul class&equals;"wp-block-list"><li>Observe real players battling enemies to gauge appropriate density<&sol;li>&NewLine;&NewLine;<li>Watch for signs of monotony and exhaustion<&sol;li>&NewLine;&NewLine;<li>Listen for direct feedback &&num;8211&semi; increase or decrease density accordingly<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>With intentional spacing and gating of enemy groups&comma; you can design density that feels intense but not overwhelming&period;<&sol;p><figure class&equals;"wp-block-image size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-1&period;jpeg" alt&equals;"" class&equals;"wp-image-17056"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Games with the strangest objectives &&num;8211&semi; Source&colon; <a href&equals;"https&colon;&sol;&sol;www&period;gameinformer&period;com&sol;b&sol;features&sol;archive&sol;2013&sol;08&sol;05&sol;the-top-10-most-bizarre-objectives-in-video-games&period;aspx" data-type&equals;"link" data-id&equals;"https&colon;&sol;&sol;www&period;gameinformer&period;com&sol;b&sol;features&sol;archive&sol;2013&sol;08&sol;05&sol;the-top-10-most-bizarre-objectives-in-video-games&period;aspx">Game Informer<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-3-unclear-objectives-and-wayfinding">Problem &num;3&colon; Unclear Objectives and Wayfinding<&sol;h2><p>Getting lost because your task and path forward are opaque is a quick way to lose player engagement&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with&nbsp&semi;Unclear Objectives and Wayfinding<&sol;h3><p>Quest goals&comma; objectives&comma; and level exits should be strongly telegraphed&period; But often fundamental wayfinding is neglected&period; Designers forget to communicate what needs doing and where players should be headed&period; Some common issues include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>No main quest or side objective clearly presented upon entering<&sol;li>&NewLine;&NewLine;<li>Cryptic notes or clues that leave objectives ambiguous<&sol;li>&NewLine;&NewLine;<li>Poor instructions for multi-step goals<&sol;li>&NewLine;&NewLine;<li>Minimal visual cues guiding navigation<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"examples-of-unclear-wayfinding">Examples of Unclear Wayfinding<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Star Wars&colon; The Old Republic<&sol;strong> &&num;8211&semi; Early versions were criticized for the lack of clear main story direction on planetary hubs&period; With vague narrative threads&comma; players struggled to determine where to go next&period;<&sol;li>&NewLine;&NewLine;<li><strong>The Legend of Zelda&colon; Ocarina of Time<&sol;strong> &&num;8211&semi; The Water Temple exemplifies poor within-level wayfinding&period; With convoluted multi-floor architecture and complex water level mechanics&comma; players easily get turned around and lost&period;<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading">How to Avoid Unclear Objectives and Wayfinding<&sol;h3><p>Here are some tips for communicating objectives and ideal paths&colon;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"explicitly-state-objectives">Explicitly State Objectives<&sol;h4><ul class&equals;"wp-block-list"><li>Don’t make players hunt to figure out goals &&num;8211&semi; state them upfront via UI text&comma; dialog&comma; etc<&sol;li>&NewLine;&NewLine;<li>Provide actionable specifics on what completing the objective entails<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"use-visual-cues">Use Visual Cues<&sol;h4><ul class&equals;"wp-block-list"><li>Reinforce objectives with strong visual signifiers drawing attention<&sol;li>&NewLine;&NewLine;<li>Examples&colon; landmark structures&comma; color contrasts&comma; lighting&comma; particle effects<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"communicate-multi-step-goals">Communicate Multi-Step Goals<&sol;h4><ul class&equals;"wp-block-list"><li>Break down longer objectives into discrete&comma; sequential steps<&sol;li>&NewLine;&NewLine;<li>Indicate order and dependencies if steps must be completed sequentially<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"playtest-wayfinding">Playtest Wayfinding<&sol;h4><ul class&equals;"wp-block-list"><li>Watch for objectives or directions that testers struggle to parse<&sol;li>&NewLine;&NewLine;<li>Ask for feedback on confusing parts &&num;8211&semi; refine based on this<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>With clear direction and strong visual signposting&comma; you can craft levels that propel purposeful forward progress&period;<&sol;p><p><&sol;p><figure class&equals;"wp-block-image alignwide size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-2&period;avif" alt&equals;"" class&equals;"wp-image-17057"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Most Repetitive and boring games &&num;8211&semi; Source&colon; <a href&equals;"https&colon;&sol;&sol;www&period;thegamer&period;com&sol;long-video-games-boring-best&sol;&num;so-long-it-s-boring-monster-hunter-freedom-unite" data-type&equals;"link" data-id&equals;"https&colon;&sol;&sol;www&period;thegamer&period;com&sol;long-video-games-boring-best&sol;&num;so-long-it-s-boring-monster-hunter-freedom-unite">The Gamer<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-4-repetitive-and-boring-tasks">Problem &num;4&colon; Repetitive and Boring Tasks<&sol;h2><p>Monotony often creeps its way into level tasks&comma; puzzles and other activities&period; Players quickly disengage with repetitive challenges&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with Repetitive and Boring Tasks<&sol;h3><p>Few things torpedo engagement faster than repetitive level elements&period; Unfortunately monotony often creeps its way into tasks&comma; puzzles and other activities&period;<&sol;p><p>The absolutely worst offender&quest; Reusing the exact same task or puzzle templates over and over without variation&period; This turns gameplay into a numbing chore&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Defeat the enemies in this room to open the barrier<&sol;li>&NewLine;&NewLine;<li>Find the three hidden cubes to unlock the door<&sol;li>&NewLine;&NewLine;<li>Push the crate onto the switch to lower the bridge<&sol;li><&sol;ul><p>Basic templates are fine starting points&period; But mimicking the same types of challenges continually breeds boredom quickly&period;<&sol;p><p>Another common mistake is drawing out individual tasks or puzzles for too long&period; What initially seemed engaging wears out its welcome midway through&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"examples-of-repetitive-level-design">Examples of Repetitive Level Design<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Assassin’s Creed Odyssey<&sol;strong> &&num;8211&semi; Many criticized the drawn out and repetitive fort clearance loops&period; Those long multi-stage assaults grew stale after clearing dozens of identical bandit strongholds&period;<&sol;li>&NewLine;&NewLine;<li><strong>Destiny 2<&sol;strong> &&num;8211&semi; The early story missions reuse variations of &OpenCurlyDoubleQuote;go here&comma; insert the thing&comma; fight enemies” tasks over and over&period; Repetitive objectives and similar geometry got dull quickly&period;<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading">How to Avoid Repetitive and Boring Tasks<&sol;h3><p>Here are some strategies to maintain engagement&colon;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"use-diverse-mix-of-tasks">Use Diverse Mix of Tasks<&sol;h4><ul class&equals;"wp-block-list"><li>Pull challenges from a wide pool of activity types<&sol;li>&NewLine;&NewLine;<li>Mix up navigation challenges&comma; resource gathering&comma; collection quests&comma; miniboss battles etc<&sol;li>&NewLine;&NewLine;<li>Rotate among categories to mitigate repetition<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"disguise-repeated-templates">Disguise Repeated Templates<&sol;h4><ul class&equals;"wp-block-list"><li>Reusing templates isn’t inherently bad if you re-skin them with different narrative flavor<&sol;li>&NewLine;&NewLine;<li>For example&comma; contextualize pressure plate puzzles differently as weighing cargo&comma; docking power sources etc<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"keep-tasks-concise">Keep Tasks Concise<&sol;h4><ul class&equals;"wp-block-list"><li>Trim the fat to avoid dragging tasks on too long<&sol;li>&NewLine;&NewLine;<li>Err on the side of activities being too short rather than overstaying their welcome<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"analyze-level-flow">Analyze Level Flow<&sol;h4><ul class&equals;"wp-block-list"><li>Zoom out and analyze flow &&num;8211&semi; look for spots where cadence slows due to repetition or boredom<&sol;li>&NewLine;&NewLine;<li>Pay close attention to playtester feedback around engagement<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>With a diversity of activities that exit before going stale&comma; you can maintain player engagement from start to finish&period;<&sol;p><figure class&equals;"wp-block-image alignwide size-large"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-4-1024x617&period;jpg" alt&equals;"" class&equals;"wp-image-17058"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Unsatisfying Difficulty Curves and games too difficult &&num;8211&semi; Source <a href&equals;"https&colon;&sol;&sol;www&period;theguardian&period;com&sol;technology&sol;2016&sol;mar&sol;18&sol;the-25-hardest-video-games-of-all-time">The Guardian<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-5-unsatisfying-difficulty-curves">Problem &num;5&colon; Unsatisfying Difficulty Curves<&sol;h2><p>The challenge level should steadily ramp up to stay engaging without being discouraging&period; But often&comma; the difficulty curve feels erratic&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with Unsatisfying Difficulty Curves<&sol;h3><p>A great level dances the player along a razor&&num;8217&semi;s edge between boredom and frustration&period; The challenge escalates steadily as their skills ramp up&period; When done right&comma; this difficulty curve is immensely satisfying&period;<&sol;p><p>But often&comma; the curve warps into shapes that don’t deliver a smooth ride&period; You experience jarring spikes or lifeless plateaus&period; The tension falls apart&period;<&sol;p><p>Some common missteps with difficulty progression include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Starting off way too easy then escalating difficulty rapidly<&sol;li>&NewLine;&NewLine;<li>Brick wall spikes late in level after a boring early game<&sol;li>&NewLine;&NewLine;<li>Climaxing with disappointingly simple levels after taxing mid sections<&sol;li>&NewLine;&NewLine;<li>Zig-zagging erratically between hard and easy<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"examples-of-poor-difficulty-curves">Examples of Poor Difficulty Curves<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Destiny 2<&sol;strong> &&num;8211&semi; The linear story difficulty starts very easy but ends with dramatic spikes&period; Players breeze through then hit unexpected walls&period;<&sol;li>&NewLine;&NewLine;<li><strong>Cuphead<&sol;strong> &&num;8211&semi; The run-and-gun levels oscillate between manageable and controller-smashingly hard&comma; with little middle ground&period; This polarity frustrates many players&period;<&sol;li><&sol;ul><p><&sol;p><h3 class&equals;"wp-block-heading">How to Avoid Unsatisfying Difficulty Curves<&sol;h3><p>Here are tips for honing difficulty progressions&colon;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"plot-it-on-a-curve">Plot It on a Curve<&sol;h4><ul class&equals;"wp-block-list"><li>Graph out difficulty over your level on a line to visualize the progression<&sol;li>&NewLine;&NewLine;<li>Look for sharp spikes or drops&comma; and plateaus signalling pacing issues<&sol;li>&NewLine;&NewLine;<li>Smooth out the curve &&num;8211&semi; ideal shape is a smooth ramp gaining elevation<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"steady-escalation-is-key">Steady Escalation is Key<&sol;h4><ul class&equals;"wp-block-list"><li>Keep difficulty increases gradual as players progress<&sol;li>&NewLine;&NewLine;<li>Stay just ahead of players&&num;8217&semi; expanding skills &&num;8211&semi; but not so far they can’t keep up<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"playtest-and-adjust">Playtest and Adjust<&sol;h4><ul class&equals;"wp-block-list"><li>Note sections playtesters found particularly punishing or dull<&sol;li>&NewLine;&NewLine;<li>Based on feedback&comma; rebalance parts that feel off<&sol;li>&NewLine;&NewLine;<li>Iterate until the arc feels smoothly satisfying<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>With incremental escalation that flexes to match player skills&comma; your difficulty curve will deliver engaging flow&period;<&sol;p><figure class&equals;"wp-block-image size-large"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-5-1024x576&period;jpg" alt&equals;"" class&equals;"wp-image-17061"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Uncharted screenshot<&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-6-levels-disconnected-from-story">Problem &num;6&colon; Levels Disconnected From Story<&sol;h2><p>In story-driven games&comma; levels shouldn’t just function as gameplay spaces&period; They also need to meaningfully contribute to and enhance the surrounding narrative&period;<&sol;p><h3 class&equals;"wp-block-heading">The Problem with Levels Disconnected From Story<&sol;h3><p>But often level design and story feel strangely detached rather than woven together&period; There’s a jarring schism between the gameplay challenges and the narrative context meant to ground them&period;<&sol;p><p>Some common issues include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Level objectives feel tacked on and arbitrary&comma; with thin narrative rationale<&sol;li>&NewLine;&NewLine;<li>No real ties to characters&comma; plot events&comma; or story themes<&sol;li>&NewLine;&NewLine;<li>Gameplay undercuts rather than reinforces the established fiction<&sol;li>&NewLine;&NewLine;<li>Shifting fictional contexts between levels with no transition<&sol;li><&sol;ul><p><strong>Key Takeaway&colon;<&sol;strong> Integrate levels tightly with narrative context&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"examples-of-disconnected-levels">Examples of Disconnected Levels<&sol;h4><ul class&equals;"wp-block-list"><li><strong>Mass Effect<&sol;strong> &&num;8211&semi; The original was panned for bland side missions disconnected from the main story&period; These generic fetch quests didn’t meaningfully expand the narrative&period;<&sol;li>&NewLine;&NewLine;<li><strong>Aerannis<&sol;strong> &&num;8211&semi; This indie game suffered from gameplay that conflicted with story tone&period; Bright cartoon aesthetics jarred against serious subject matter about transgender identity&period;<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading">How to Avoid Levels Disconnected From Story<&sol;h3><h4 class&equals;"wp-block-heading" id&equals;"integrate-levels-into-the-plot-arc">Integrate Levels into the Plot Arc<&sol;h4><p>Don’t develop levels in isolation &&num;8211&semi; interweave them with the beats of your story&period; Let narrative context inform objectives&period; Assign characters and events integral roles guiding the player through levels&period;<&sol;p><p>Each level should feel like both a gameplay challenge AND a narrative moment moving the story forward&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"maintain-tonal-consistency">Maintain Tonal Consistency<&sol;h4><p>Make sure the style&comma; aesthetics and vibe of levels match and reinforce the fictional setting&period; Don’t whip the player tonally back and forth between levels&period; Maintain cohesive creative direction&period;<&sol;p><p>For example&comma; a noir detective story should stick with moody&comma; atmospheric level design &&num;8211&semi; not shift into bright flashy spectacle for a specific mission&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"use-environmental-storytelling">Use Environmental Storytelling<&sol;h4><p>Have the level environments themselves convey narrative information through visual details that implicitly tell small stories&period; No need for heavy exposition &&num;8211&semi; let the spaces speak volumes through thoughtful design&period;<&sol;p><p>Show&comma; don’t tell stories about what happened in a ruin&comma; laboratory&comma; or mysterious cavern through careful environmental clues&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"playtest-story-resonance">Playtest Story Resonance<&sol;h4><p>Ask playtesters pointed questions about how levels made them feel &&num;8211&semi; did they reinforce or betray the tone of the world&quest; Did the objectives feel grounded in the story or arbitrarily tacked on&quest;<&sol;p><p>Use this feedback to evaluate and strengthen story-gameplay cohesion moving forward&period;<&sol;p><h3 class&equals;"wp-block-heading"><strong>Case Study&colon; Uncharted&&num;8217&semi;s Levels That Double as Story Moments<&sol;strong><&sol;h3><p>The Uncharted series excels at making its levels feel like seamless parts of the narrative experience&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"how-they-achieve-it">How They Achieve It<&sol;h4><ul class&equals;"wp-block-list"><li>Environments visually match the fictional setting<&sol;li>&NewLine;&NewLine;<li>Objectives emerge naturally from the story circumstances<&sol;li>&NewLine;&NewLine;<li>Levels feature characters that drive plot forward<&sol;li>&NewLine;&NewLine;<li>Tone and pacing fit the narrative genre<&sol;li>&NewLine;&NewLine;<li>Environmental clues expand on the game world lore<&sol;li><&sol;ul><p>Naughty Dog builds levels that feed into and bolster the story at every turn &&num;8211&semi; true ludonarrative harmony&excl;<&sol;p><p>Levels that tightly interlock with narrative context transform gameplay into story progression&period; When they work in unison&comma; you achieve true immersion&period;<&sol;p><figure class&equals;"wp-block-image alignwide size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-6&period;avif" alt&equals;"" class&equals;"wp-image-17062"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Problems of playtesting and iteration in Cyberpunk 2077 &colon; Source <a href&equals;"https&colon;&sol;&sol;gamerant&period;com&sol;cyberpunk-2077-bugs-glitches-reputation&sol;" data-type&equals;"link" data-id&equals;"https&colon;&sol;&sol;gamerant&period;com&sol;cyberpunk-2077-bugs-glitches-reputation&sol;">GameRant<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-7-lack-of-playtesting-and-iteration">Problem &num;7&colon; You don&DiacriticalAcute;t play test and iterate<&sol;h2><p>Many design issues only reveal themselves once levels are actively playtested&period; But often&comma; levels receive only cursory testing before being locked down&period;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"the-problem">The Problem with lack of playtesting and iteration<&sol;h3><p>Without serious iteration cycles&comma; levels ship lacking crucial polish&period; Hallmarks of insufficient testing and revision include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Flow and pacing hiccups become apparent&comma; but too late<&sol;li>&NewLine;&NewLine;<li>Difficulty tuning feels inconsistent and untested<&sol;li>&NewLine;&NewLine;<li>Unengaging sections linger unchanged<&sol;li>&NewLine;&NewLine;<li>Confusing mechanics aren’t clarified<&sol;li>&NewLine;&NewLine;<li>Bugs abound<&sol;li><&sol;ul><p>A <a href&equals;"https&colon;&sol;&sol;quanticfoundry&period;com&sol;2016&sol;03&sol;23&sol;do-your-testing-blind&sol;">2016 study<&sol;a> of 5000 game projects found that titles with thorough playtesting had criticism rates under 20&percnt;&period; Those with little testing garnered criticism over 3x higher&period; Testing mattered more than budget or schedule&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"case-study-cyberpunk-2077">Case Study&colon; Cyberpunk 2077<&sol;h4><p>The disastrous launch state of Cyberpunk 2077 in 2020 illustrates the perils of inadequate playtesting before release&period; Myriad issues around bugs&comma; performance&comma; UI&comma; and gameplay design persisted&period; Earlier and more extensive testing may have surfaced and addressed these problems sooner&period;<&sol;p><p><strong>Key Takeaway&colon;<&sol;strong> Playtest early&comma; often&comma; and right up until launch&period;<&sol;p><h3 class&equals;"wp-block-heading">How to Avoid lack of playtesting and iteration<&sol;h3><h4 class&equals;"wp-block-heading" id&equals;"start-playtesting-early">Start Playtesting Early<&sol;h4><p>Don’t wait until levels are nearly complete to playtest them&period; Start as soon as gray blocking is finalized and the overall shape takes form&period; The earlier issues can be found&comma; the better&period;<&sol;p><ul class&equals;"wp-block-list"><li>Begin playtesting as soon as gray blocking is finalized and overall shape takes form<&sol;li>&NewLine;&NewLine;<li>The earlier issues can be found&comma; the better<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"test-often-and-iterate">Test Often and Iterate<&sol;h4><p>Schedule frequent play test sessions focused on specific sections or mechanics&period; Let testing guide an ongoing process of iteration&period; Be willing to make major changes based on feedback&period;<&sol;p><ul class&equals;"wp-block-list"><li>Schedule frequent test sessions focused on specific sections or mechanics<&sol;li>&NewLine;&NewLine;<li>Let testing guide ongoing iteration &&num;8211&semi; be willing to make major changes<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"observe-players-closely">Observe Players Closely<&sol;h4><p>During testing&comma; watch players like a hawk&period; Note exactly where they struggle&comma; get stuck&comma; or lose interest&period; Listen to their feedback&comma; but also rely on your observations&period;<&sol;p><ul class&equals;"wp-block-list"><li>Note exactly where testers struggle&comma; get stuck&comma; or lose interest<&sol;li>&NewLine;&NewLine;<li>Listen to feedback&comma; but also rely on your observations<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"get-fresh-perspectives">Get Fresh Perspectives<&sol;h4><p>Don’t just playtest internally&period; Bring in external testers to give objective feedback&period; They catch issues teams have become blind to through familiarity&period; Fresh eyes are invaluable&period;<&sol;p><ul class&equals;"wp-block-list"><li>Bring in external testers to provide objective feedback<&sol;li>&NewLine;&NewLine;<li>They catch issues teams have become blind to through familiarity<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading" id&equals;"refine-until-the-end">Refine Until the End<&sol;h4><p>Don&&num;8217&semi;t stop meticulous testing and tuning after hitting beta or release candidate milestones&period; Expect to keep iterating right up until launch day &&num;8211&semi; treat it as the final stretch rather than the finish line&period;<&sol;p><ul class&equals;"wp-block-list"><li>Don&&num;8217&semi;t stop meticulous testing and tuning after hitting beta or release candidate milestones<&sol;li>&NewLine;&NewLine;<li>Expect to keep iterating right up until launch day<&sol;li><&sol;ul><h4 class&equals;"wp-block-heading"><strong>Case Study&colon; How Nintendo Playtests Levels<&sol;strong><&sol;h4><p>Nintendo&&num;8217&semi;s designers are masters of iteration fueled by rigorous playtesting&period; Here are some of their best practices&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Playtest several times per week to get rapid feedback<&sol;li>&NewLine;&NewLine;<li>Testers play while designers observe everything closely<&sol;li>&NewLine;&NewLine;<li>Levels are refined daily based on playtest findings<&sol;li>&NewLine;&NewLine;<li>Playtesting continues all the way until final master deadlines<&sol;li><&sol;ul><p>This commitment to ongoing iteration results in their signature polish and game feel&period;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"3-playtesting-best-practices">3 Playtesting Best Practices<&sol;h3><p>To extract maximum value from playtests&comma; be sure to&colon;<&sol;p><ul class&equals;"wp-block-list"><li><strong>Recruit fresh testers<&sol;strong> who bring objective perspectives<&sol;li>&NewLine;&NewLine;<li><strong>Take copious notes<&sol;strong> on feedback and observations<&sol;li>&NewLine;&NewLine;<li><strong>Prioritize changes<&sol;strong> based on playtest insights<&sol;li><&sol;ul><p>Robust playtesting and iteration results in smooth&comma; engaging level flow&period; Don&&num;8217&semi;t leave it as an afterthought&excl;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"key-takeaway">Key Takeaway<&sol;h3><p>With ongoing playtesting and revision&comma; you can achieve that elusive &OpenCurlyDoubleQuote;fingerprints of the maker” level of craftsmanship&period;<&sol;p><figure class&equals;"wp-block-image alignwide size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design7&period;jpg" alt&equals;"" class&equals;"wp-image-17063"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; The worst artificial barriers in videogames &&num;8211&semi; Source <a href&equals;"https&colon;&sol;&sol;80&period;lv&sol;articles&sol;defining-environment-language-for-video-games&sol;" data-type&equals;"link" data-id&equals;"https&colon;&sol;&sol;www&period;gameinformer&period;com&sol;b&sol;features&sol;archive&sol;2013&sol;08&sol;30&sol;the-worst-artificial-barriers-in-video-games&period;aspx">Game Informer<&sol;a><&sol;figcaption><&sol;figure><h2 class&equals;"wp-block-heading" id&equals;"problem-8-artificial-barriers">Problem &num;8&colon; Artificial Barriers<&sol;h2><p>Invisible walls&comma; locked doors&comma; impassable terrain&period; Restricting player movement often feels necessary to contain them within intended play spaces&period;<&sol;p><p>But clunky artificial barriers shatter immersion&period; These jarring reminders that you’re trapped in a virtual box undermine the sense of exploration&period;<&sol;p><p>Some common artifical design barriers include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Arbitrary invisible walls along edges or between zones<&sol;li>&NewLine;&NewLine;<li>Map borders that abruptly halt you without explanation<&sol;li>&NewLine;&NewLine;<li>Insurmountable terrain like mountains or pits that look traversable<&sol;li>&NewLine;&NewLine;<li>Impassable barriers that feel suspiciously convenient<&sol;li><&sol;ul><p><strong>Key Takeaway&colon;<&sol;strong> Communicate restrictions clearly through smart level architecture&period;<&sol;p><h3 class&equals;"wp-block-heading">How to solve Artificial Barriers<&sol;h3><h4 class&equals;"wp-block-heading" id&equals;"embrace-natural-barriers">Embrace Natural Barriers<&sol;h4><p>Rather than relying on artificial barriers&comma; leverage logical parts of your environment design to containment&period; Impassable forests&comma; rivers&comma; ravines&comma; cliffs&comma; fences&comma; ruins&comma; mountains&comma; swampy bogs all make sense&period;<&sol;p><p>Think how your level fiction can justify its boundaries organically vs abruptly halting player movement&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"close-loops-and-connect-zones">Close Loops and Connect Zones<&sol;h4><p>Consider looping paths&comma; tunnels&comma; and transitions between zones rather than hard cuts between areas&period; If you stitch together spaces cohesively&comma; fewer artificial gates are needed&period;<&sol;p><p>Linking areas through transitional spaces maintains the illusion of a larger continuous world beyond the playspace&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"playtest-for-immersion">Playtest for Immersion<&sol;h4><p>As playtesters navigate your levels&comma; watch for places the barriers stand out awkwardly&period; Get feedback on elements that break immersion or feel artificially restrictive&period;<&sol;p><p>Iterate on better integrating restrictions into the environment itself&period; Barriers that make fictional sense stand out much less&period;<&sol;p><p><&sol;p><figure class&equals;"wp-block-image size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-8&period;jpg" alt&equals;"" class&equals;"wp-image-17064"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; <strong>Breath of the Wild&&num;8217&semi;s Open Design<&sol;strong><&sol;figcaption><&sol;figure><h3 class&equals;"wp-block-heading"><strong>Case Study&colon; Breath of the Wild&&num;8217&semi;s Open Design<&sol;strong><&sol;h3><p>Nintendo&&num;8217&semi;s Breath of the Wild shows how smart level architecture can minimize artificial barriers&period;<&sol;p><p>Their Approach<&sol;p><ul class&equals;"wp-block-list"><li>Whole zones organically walled in by mountains&comma; oceans&comma; forests<&sol;li>&NewLine;&NewLine;<li>Towers reveal more of the continuous open world<&sol;li>&NewLine;&NewLine;<li>Cave openings&comma; passes between zones avoid loading<&sol;li>&NewLine;&NewLine;<li>Climbing and gliding let you traverse more organically<&sol;li><&sol;ul><p>This combination of open interconnectedness with natural barriers deepens immersion in the world&period;<&sol;p><p>When restrictions make contextual sense&comma; players rarely chafe against them&period; Take care to keep your boundaries integrated into the fiction&period;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"3-tips-for-immersive-barriers">3 Tips for Immersive Barriers<&sol;h3><p>Follow these guidelines when restricting player navigation&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Leverage logical <strong>environmental features<&sol;strong> as barriers<&sol;li>&NewLine;&NewLine;<li><strong>Connect zones visually<&sol;strong> through gateways and horizons<&sol;li>&NewLine;&NewLine;<li><strong>Playtest<&sol;strong> for areas where barriers break immersion<&sol;li><&sol;ul><h2 class&equals;"wp-block-heading" id&equals;"problem-9-checkpoint-imbalance">Problem &num;9&colon; Checkpoint Imbalance<&sol;h2><p>Checkpoints are critical fail-safes that protect player progress&period; But their placement greatly impacts tension and pacing&period; Put too many&comma; and challenge dwindles&period; Spread them too thin&comma; and frustration sets in&period;<&sol;p><p>Bad checkpoint tuning includes&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Placing saves too close together&comma; ruining challenge escalation<&sol;li>&NewLine;&NewLine;<li>Checkpoints too rare or inconsistent&comma; causing frustrating repetition<&sol;li>&NewLine;&NewLine;<li>Saves right before difficult sections&comma; robbing climaxes of impact<&sol;li><&sol;ul><p><strong>Key Takeaway&colon;<&sol;strong> Carefully tune checkpoint density&comma; spacing&comma; and location&period;<&sol;p><p><&sol;p><figure class&equals;"wp-block-image aligncenter size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-9-1&period;jpg" alt&equals;"" class&equals;"wp-image-17066"&sol;><figcaption class&equals;"wp-element-caption">Most Common Problems in Game Design &&num;8211&semi; Mario Checkpoint<&sol;figcaption><&sol;figure><h3 class&equals;"wp-block-heading">How to solve Checkpoint Imbalance<&sol;h3><h4 class&equals;"wp-block-heading" id&equals;"analyze-checkpoint-frequency">Analyze Checkpoint Frequency<&sol;h4><p>When laying out save points&comma; step back and analyze their frequency across the entire level&period; Are they well spaced or clustered&quest; Does this spacing match the pacing of challenges&quest;<&sol;p><p>Ask yourself&colon; does the current distribution match the ideal cadence&quest; Or should density be increased&sol;decreased&quest;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"link-saves-to-set-pieces">Link Saves to Set Pieces<&sol;h4><p>Look for logical linkages between save points and level set pieces&period; Saves often make natural punctuation between major combat arenas&comma; challenges&comma; or story beats&period; This provides a periodically paced rhythm&period;<&sol;p><p>Also consider pacing ramps TOWARD each set piece&period; Don&&num;8217&semi;t deflate tension by saving right before climactic moments&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"watch-for-player-frustration">Watch for Player Frustration<&sol;h4><p>During playtesting&comma; observe how far and how often players have to replay sections after mistakes or deaths&period; Note any sections that prove particularly frustrating to have to repeat frequently&period;<&sol;p><p>Add additional checkpoints if repetition goes on too long&comma; especially near difficulty spikes&period;<&sol;p><figure class&equals;"wp-block-image alignwide size-large"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;The-Pitfalls-and-Most-Common-Problems-in-Game-Design-10-1024x576&period;jpg" alt&equals;"" class&equals;"wp-image-17068"&sol;><figcaption class&equals;"wp-element-caption">Pitfalls and Most Common Problems in Game Design &&num;8211&semi; Destiny game<&sol;figcaption><&sol;figure><h3 class&equals;"wp-block-heading"><strong>Case Study&colon; Destiny&&num;8217&semi;s Checkpoint Controversy<&sol;strong><&sol;h3><p>Player outcry over sparse checkpointing in Destiny showcases the impact of bad save tuning&period;<&sol;p><p>The Issues<&sol;p><ul class&equals;"wp-block-list"><li>Many sections forced 5-10 minutes of repetition after each death<&sol;li>&NewLine;&NewLine;<li>Long boss fights had only one distant checkpoint<&sol;li>&NewLine;&NewLine;<li>Caused huge frustration having to re-tread so much ground<&sol;li><&sol;ul><p>How They Fixed It<&sol;p><ul class&equals;"wp-block-list"><li>Patched in more frequent checkpoints throughout levels<&sol;li>&NewLine;&NewLine;<li>Added new mid-fight saves during lengthy boss battles<&sol;li>&NewLine;&NewLine;<li>Reduced maximum runback time after failures<&sol;li><&sol;ul><p>With careful checkpoint placement informed by playtesting&comma; you can nail the right density and spacing to match your game&&num;8217&semi;s flow&period;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"3-checkpoint-tuning-tips">3 Checkpoint Tuning Tips<&sol;h3><p>Follow these principles when positioning checkpoints&colon;<&sol;p><ul class&equals;"wp-block-list"><li><strong>Space evenly<&sol;strong> based on section length and difficulty<&sol;li>&NewLine;&NewLine;<li><strong>Avoid saving right before climaxes<&sol;strong><&sol;li>&NewLine;&NewLine;<li><strong>Playtest for frustration hotspots<&sol;strong> and iterate<&sol;li><&sol;ul><h2 class&equals;"wp-block-heading" id&equals;"problem-10-hidden-elements">Problem &num;10&colon; Hidden Elements<&sol;h2><p>Exploration is only rewarding if it reveals something interesting&period; But often critical paths&comma; items and interactions are obscured to the point of player frustration&period;<&sol;p><p>Players expect challenges while navigating your spaces&period; But the navigation itself shouldn&&num;8217&semi;t be the challenge due to lack of signposting&period;<&sol;p><p>Some common issues around insufficiently highlighted elements include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Obscure hidden paths blending into environments<&sol;li>&NewLine;&NewLine;<li>Collectibles with no cues directing you to them<&sol;li>&NewLine;&NewLine;<li>Unclear level goals and routes forward<&sol;li>&NewLine;&NewLine;<li>Puzzles with solutions too visually ambiguous<&sol;li><&sol;ul><p><strong>Key Takeaway&colon;<&sol;strong> Ensure critical elements are prominently visible&period;<&sol;p><h3 class&equals;"wp-block-heading">How to solve the problem with Hidden Elements<&sol;h3><h4 class&equals;"wp-block-heading" id&equals;"highlight-interactive-elements">Highlight Interactive Elements<&sol;h4><p>Anything players need to notice and interact with should be prominently called out&period; Use visual prominence&comma; audio cues&comma; UI prompts&comma; character dialog&comma; camera direction and other tactics to draw attention&period;<&sol;p><p>Err on the side of overt communication &&num;8211&semi; don’t make players hunt and peck searching for the next key interaction&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"use-visual-hierarchy">Use Visual Hierarchy<&sol;h4><p>Establish a strong visual hierarchy that directs player gaze towards important objects and areas&period; Contrast values&comma; saturation&comma; depth of field&comma; lighting and more can emphasize points of focus&period;<&sol;p><p>The goal is staging compositions where critical items naturally attract attention &&num;8211&semi; not blend into obscurity&period;<&sol;p><h4 class&equals;"wp-block-heading" id&equals;"design-visibility-first">Design Visibility First<&sol;h4><p>When modeling environments and placing items&comma; make visibility a top criteria that trumps &OpenCurlyDoubleQuote;realism&period;” Even if an object would realistically be hidden&comma; expose it for the sake of clarity&period;<&sol;p><p>Remember that you’re designing spaces to explicitly guide players &&num;8211&semi; not passively emulate reality&period; Prioritize purpose over accuracy&period;<&sol;p><h3 class&equals;"wp-block-heading"><strong>Case Study&colon; How Valve Guides Players<&sol;strong><&sol;h3><p>Valve&&num;8217&semi;s games are legendary for their artful player direction&period; Some techniques they excel at include&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Geometry that draws the eye towards openings and items<&sol;li>&NewLine;&NewLine;<li>Contrast and color to establish visual hierarchy<&sol;li>&NewLine;&NewLine;<li>Character animation and gaze that lead your perspective<&sol;li>&NewLine;&NewLine;<li>Audio cues to attract attention<&sol;li>&NewLine;&NewLine;<li>UI reminders and markers for extra emphasis<&sol;li><&sol;ul><p>Valve masters the art of subtle visual signals that direct while retaining immersion&period;<&sol;p><p>With well-designed affordances and signifiers&comma; you can avoid frustrating pixel hunts&period; Draw players toward discoveries &&num;8211&semi; don’t hide the goods&period;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"3-tips-for-visible-elements">3 Tips for Visible Elements<&sol;h3><p>Follow these guidelines to ensure elements read clearly&colon;<&sol;p><ul class&equals;"wp-block-list"><li>Establish <strong>visual hierarchy<&sol;strong> and points of focus<&sol;li>&NewLine;&NewLine;<li><strong>Playtest visibility<&sol;strong> and add more cues as needed<&sol;li>&NewLine;&NewLine;<li><strong>Prioritize clarity<&sol;strong> over realism if needed<&sol;li><&sol;ul><p><&sol;p><h2 class&equals;"wp-block-heading" id&equals;"recap-of-solutions-for-common-problems">Recap of Solutions for Common Problems<&sol;h2><p>Let&&num;8217&semi;s recap some of the key solutions covered for avoiding common level design pitfalls&colon;<&sol;p><h3 class&equals;"wp-block-heading" id&equals;"overly-large-levels">Overly Large and complex Levels<&sol;h3><ul class&equals;"wp-block-list"><li>Clearly define critical paths<&sol;li>&NewLine;&NewLine;<li>Playtest for pain points<&sol;li>&NewLine;&NewLine;<li>Use wayfinding features<&sol;li>&NewLine;&NewLine;<li>Enforce size limits<&sol;li>&NewLine;&NewLine;<li><&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"excessive-enemies">Excessive Enemies<&sol;h3><ul class&equals;"wp-block-list"><li>Space out encounters<&sol;li>&NewLine;&NewLine;<li>Map difficulty curves<&sol;li>&NewLine;&NewLine;<li>Use gating and pacing<&sol;li>&NewLine;&NewLine;<li>Playtest density extensively<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"unclear-objectives">Unclear Objectives<&sol;h3><ul class&equals;"wp-block-list"><li>Explicitly state objectives<&sol;li>&NewLine;&NewLine;<li>Use visual signifiers<&sol;li>&NewLine;&NewLine;<li>Communicate multi-step goals<&sol;li>&NewLine;&NewLine;<li>Playtest wayfinding<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"repetitive-tasks">Repetitive Tasks<&sol;h3><ul class&equals;"wp-block-list"><li>Use diverse activities<&sol;li>&NewLine;&NewLine;<li>Disguise reused templates<&sol;li>&NewLine;&NewLine;<li>Keep tasks concise<&sol;li>&NewLine;&NewLine;<li>Analyze flow and cadence<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"unsatisfying-difficulty">Unsatisfying Difficulty<&sol;h3><ul class&equals;"wp-block-list"><li>Graph out progression<&sol;li>&NewLine;&NewLine;<li>Focus on steady escalation<&sol;li>&NewLine;&NewLine;<li>Playtest and iterate<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"disconnected-levels">Disconnected Levels<&sol;h3><ul class&equals;"wp-block-list"><li>Integrate levels into narrative<&sol;li>&NewLine;&NewLine;<li>Maintain tonal consistency<&sol;li>&NewLine;&NewLine;<li>Leverage environmental storytelling<&sol;li>&NewLine;&NewLine;<li>Playtest story resonance<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"inadequate-playtesting">Inadequate Playtesting<&sol;h3><ul class&equals;"wp-block-list"><li>Start testing early<&sol;li>&NewLine;&NewLine;<li>Test often and iterate rapidly<&sol;li>&NewLine;&NewLine;<li>Observe players closely<&sol;li>&NewLine;&NewLine;<li>Get fresh perspectives<&sol;li>&NewLine;&NewLine;<li>Keep refining until the very end<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"artificial-barriers">Artificial Barriers<&sol;h3><ul class&equals;"wp-block-list"><li>Use natural barriers<&sol;li>&NewLine;&NewLine;<li>Connect zones cohesively<&sol;li>&NewLine;&NewLine;<li>Playtest immersion<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"checkpoint-imbalance">Checkpoint Imbalance<&sol;h3><ul class&equals;"wp-block-list"><li>Analyze frequency and spacing<&sol;li>&NewLine;&NewLine;<li>Link saves to set pieces<&sol;li>&NewLine;&NewLine;<li>Watch for repetition frustration<&sol;li><&sol;ul><h3 class&equals;"wp-block-heading" id&equals;"hidden-elements">Hidden Elements<&sol;h3><ul class&equals;"wp-block-list"><li>Highlight interactive elements<&sol;li>&NewLine;&NewLine;<li>Establish strong visual hierarchy<&sol;li>&NewLine;&NewLine;<li>Design visibility before realism<&sol;li>&NewLine;&NewLine;<li>Playtest readability<&sol;li><&sol;ul><p>By dodging these pitfalls&comma; you can craft captivating game spaces that keep players engaged from start to finish&excl;<&sol;p><p>With knowledge of common pitfalls and solutions in mind&comma; you can craft polished levels that withstand the scrutiny of real players&period;<&sol;p><p>Rigorous playtesting and iteration is the key to surfacing flaws while there&&num;8217&semi;s time to address them&period; Don&&num;8217&semi;t leave it as an afterthought&excl;<&sol;p><h2 class&equals;"wp-block-heading">Conclusion&colon; Pitfalls and Most Common Problems in Game Design<&sol;h2><p>Creating highly playable levels is an art beyond mastering the technical skills&period; An eye for pacing&comma; flow&comma; escalation and dramaturgy ends up being just as important&period;<&sol;p><p>This guide provides a blueprint of common pitfalls that disrupt engaging player experiences in navigating virtual spaces&period; By scrutinizing your own designs through the lens of these anti-patterns&comma; you can identify weaknesses while there is still time for improvement&period;<&sol;p><p>Always stay vigilant for issues by thoroughly playtesting levels and observing real human players&period; Their reactions reveal what remains rough and frustrating&period; With a commitment to iteration before launch&comma; you can sand down any rough edges into smooth seamless gameplay&period;<&sol;p><p>Game spaces crafted holistically to challenge&comma; support&comma; direct and immerse result in delightful experiences flattering to their architects&period; We hope these tips help you avoid missteps on the road to reaching that satisfying destination&period;<&sol;p><p>Now it&&num;8217&semi;s time to put these lessons into practice&period; Grab your map editors&comma; block out some intriguing virtual environments&comma; invite some testers&comma; and watch them play&period; Keep refining based on what you observe&period; You’ve got this&excl;<&sol;p><p>We’d love to hear about your own biggest takeaways from this guide&comma; as well as any additional pitfalls you’ve encountered on your game projects&period; Please leave a comment below sharing your insights or asking follow-up questions&period;<&sol;p><p>And if you found this guide helpful&comma; be sure to bookmark the site and share it with fellow designers who can benefit from level design best practices&period; Let’s keep the conversation going and skill up together&excl;<&sol;p><p>If you want to read more articles about <a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;">errors in game design be sure to check our blog<&sol;a>&period;<&sol;p><div class&equals;"crp&lowbar;related crp&lowbar;related&lowbar;block crp-rounded-thumbs"><h3>Related Posts&colon;<&sol;h3><ul><li><a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;avoiding-common-game-design-pitfalls-expert-tips-for-success" class&equals;"crp&lowbar;link post-15679"><figure><img width&equals;"150" height&equals;"150" src&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;10&sol;GAME-DESIGNERS-Avoiding-Common-Game-Design-Pitfalls-Expert-Tips-for-Success-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1" class&equals;"crp&lowbar;featured crp&lowbar;thumb crp&lowbar;thumbnail" alt&equals;"GAME DESIGNERS &&num;8212&semi; 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From Game Over Screens to Innovative Mechanics" srcset&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 150w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-600x600&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 600w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-300x300&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 300w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-100x100&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 100w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;3&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 450w" sizes&equals;"&lpar;max-width&colon; 150px&rpar; 100vw&comma; 150px" srcset&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 150w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-600x600&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 600w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-300x300&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 300w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1-100x100&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 100w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2024&sol;12&sol;39e33694-f6b2-4f9c-8cb9-ed4449cda5f9-1&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;3&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 450w" &sol;><&sol;figure><span class&equals;"crp&lowbar;title">Exploring the Concept of Death in Video Games&colon; From&hellip&semi;<&sol;span><&sol;a><&sol;li><li><a href&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;what-is-game-design" class&equals;"crp&lowbar;link post-14685"><figure><img width&equals;"150" height&equals;"150" src&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1" class&equals;"crp&lowbar;featured crp&lowbar;thumb crp&lowbar;thumbnail" alt&equals;"What is game design" style&equals;"" title&equals;"What is game design&quest;" srcset&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 150w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart-100x100&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 100w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;2&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 300w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;3&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 450w" sizes&equals;"&lpar;max-width&colon; 150px&rpar; 100vw&comma; 150px" srcset&equals;"https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart-150x150&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 150w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart-100x100&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;ssl&equals;1 100w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;2&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 300w&comma; https&colon;&sol;&sol;eu2hck8er8k&period;exactdn&period;com&sol;wp-content&sol;uploads&sol;2023&sol;05&sol;game-elements-chart&period;jpg&quest;strip&equals;all&amp&semi;lossy&equals;1&amp&semi;zoom&equals;3&amp&semi;resize&equals;150&percnt;2C150&amp&semi;ssl&equals;1 450w" &sol;><&sol;figure><span class&equals;"crp&lowbar;title">What is game design&quest;<&sol;span><&sol;a><&sol;li><&sol;ul><div class&equals;"crp&lowbar;clear"><&sol;div><&sol;div><p><&sol;p><h2 class&equals;"wp-block-heading">Frequently Asked Questions &lpar;FAQ&rpar; Pitfalls and Most Common Problems in Game Design<&sol;h2><h2 class&equals;"wp-block-heading">Q&colon; What is game design&quest;<&sol;h2><p>A&colon; Game design is the process of creating the rules&comma; mechanics&comma; gameplay&comma; and overall structure of a video game&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; What is the design process in game design&quest;<&sol;h2><p>A&colon; The design process in game design refers to the systematic approach that designers follow to conceptualize&comma; develop&comma; and iterate on a game&&num;8217&semi;s design&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; What are some common problems in game design&quest;<&sol;h2><p>A&colon; Some common problems in game design include balancing gameplay difficulty&comma; creating engaging mechanics&comma; designing immersive environments&comma; addressing technical limitations&comma; and managing scope and resources&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; How can I fix gameplay balancing issues in my game&quest;<&sol;h2><p>A&colon; To fix gameplay balancing issues in your game&comma; you can playtest extensively&comma; gather feedback from players&comma; adjust difficulty levels&comma; and iterate on your design based on the collected data&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; What are some design challenges that game designers face&quest;<&sol;h2><p>A&colon; Game designers face various design challenges&comma; such as creating a compelling story&comma; designing interesting levels&comma; balancing gameplay mechanics&comma; and appealing to the target audience&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; How important is immersion in game design&quest;<&sol;h2><p>A&colon; Immersion is crucial in game design as it helps players feel fully engaged and immersed in the game world&comma; enhancing their overall experience&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; How can I create immersive game environments&quest;<&sol;h2><p>A&colon; To create immersive game environments&comma; you can focus on creating detailed and visually appealing game art&comma; designing realistic and interactive game mechanics&comma; and incorporating sound design and music that enhances the atmosphere&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; What role does the design team play in game development&quest;<&sol;h2><p>A&colon; The design team in game development is responsible for conceptualizing and designing the game&&num;8217&semi;s mechanics&comma; levels&comma; characters&comma; and overall gameplay experience&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; How can I keep a player engaged throughout the game&quest;<&sol;h2><p>A&colon; To keep a player engaged throughout the game&comma; you can ensure a balanced difficulty progression&comma; provide meaningful challenges&comma; offer rewards and incentives&comma; and create an immersive and captivating story or world&period;<&sol;p><h2 class&equals;"wp-block-heading">Q&colon; What are some good examples of game design&quest;<&sol;h2><p>A&colon; Some good examples of game design include games like &&num;8220&semi;The Legend of Zelda&colon; Breath of the Wild&comma;&&num;8221&semi; &&num;8220&semi;Super Mario Odyssey&comma;&&num;8221&semi; and &&num;8220&semi;The Witcher 3&colon; Wild Hunt&comma;&&num;8221&semi; which are known for their engaging gameplay&comma; immersive worlds&comma; and innovative mechanics&period;<&sol;p>

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