How to Create a Full Experience for Your Gamestar Mechanic Game Players
After you’ve fleshed out the essentials of your game, the next step is putting them all together in Gamestar Mechanic. A truly fun game is one that feels complete — the gameplay, visuals, and other elements must mix to create a full experience. This step in the game design process finalizes your work and ensures that the player is engaged throughout the game.
Follow these tips to create a full experience and ensure that your game is complete:
Don’t let the gameplay drag along anywhere. A full experience doesn’t let the player’s mind drift away because of boredom. Look at each segment of your gameplay, and decide whether a player would be interested in it if it stood alone. Then, if you find a part to be too long and boring, add a challenge to it by placing better enemies or rebalancing the goals and rules.
Your game doesn’t have to be constantly engaging through gameplay alone — you may want to dedicate segments to the story, visuals, or simply short breaks between the challenges. Just make sure that you keep the player interested when you do want to focus on gameplay.
Don’t leave large, empty spaces where you can add visual elements. Sometimes, you just want to use a fraction of a level — you may want the player to navigate a thin hallway or a tiny room. However, this doesn’t mean that you should leave large parts of the level blank, because the player can always see a full screen’s worth of your work.
Fill out blank spaces with blocks or enemies that justify the amount of space you’re reserving for gameplay. For example, if you’re composing an indoor level, fill empty spaces with blocks such as concrete, interesting patterns, or even separate rooms that make the area look bigger.
The only time you want to leave large sections of space blank is when you’re deliberately making the game feel spacious — for example, if you’re depicting an expansive sky or a wide cave.
Use a background on every level. The background is vital to a full visual experience because it details the setting behind the sprites. Backgrounds add much-needed depth to a game by showing that sprites are functioning in a particular location rather than floating in undefined space.
If you add a story, always tell the player what’s happening. Withholding information about your story is sometimes a technique for preserving mystery, but you should make sure that the story is understandable enough to be engaging. A full storytelling experience provides players with all necessary information — either by way of level messages or message-displaying sprites — to understand what the gameplay and visuals represent.
If you’ve deliberately designed part of a level to have no gameplay, use a good substitute. In certain levels, you may want to slow down the action a little and develop the story and visuals with no gameplay. For example, you might dedicate a level to fleshing out the story or send the player down an elaborate, empty hallway to build up to a boss battle.
Having a lack of gameplay works fine when used sparingly, but you must always substitute the lost gameplay with an equally engaging element. The straightforward parts of your game should therefore include an interesting story or neat visuals to tide over the player until the gameplay appears again.