03-27-2019, 04:45 PM
Something I've been thinking about while working on a map design is how the environment informs player behavior and interactions. What how does the way you're forced to navigate space inform your mood and decision making. How your environment shapes you.
So this is a thread for sharing a concept for how you want people to feel in a map, and what design decisions you can use to invoke those feelings.
Want a room to feel dangerous and exciting? Give it only one entrance and exit, and make it cramped. Give it a good hiding spot to observe people entering it from, and place a very sought after item in there. Now you have a good ambush point. Players start interacting because of how you've created encounter spaces.
Want to create a laissez faire attitude through atmosphere? Do what Samedi did, and stick a public bar around every corner.
So this is a thread for sharing a concept for how you want people to feel in a map, and what design decisions you can use to invoke those feelings.
Want a room to feel dangerous and exciting? Give it only one entrance and exit, and make it cramped. Give it a good hiding spot to observe people entering it from, and place a very sought after item in there. Now you have a good ambush point. Players start interacting because of how you've created encounter spaces.
Want to create a laissez faire attitude through atmosphere? Do what Samedi did, and stick a public bar around every corner.