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6. Levels

Define the player experience across spatial and temporal dimensions, from overall content structure to individual level details.

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6. Levels

Define the player experience across spatial and temporal dimensions, from overall content structure to individual level details.

6.1 Level Taxonomy

  • Main Story Levels: Core narrative progression stages.
  • Side / Commission Levels: Optional quests for resources or world-building.
  • Tutorial / Onboarding Levels: Introductory stages for new mechanics.
  • High-Difficulty / Endgame Content: (e.g., Abyss, Tower Climbing, Arena).
  • Event Levels: Limited-time content associated with seasonal events.

6.2 World / Map Structure

  • Organization: How the world is divided (Open World, Chapters, Hubs).
  • Unlocking Logic: Prerequisites and recommended progression paths.
  • Traversal: Fast travel points, waypoints, and movement mechanics.

6.3 Level Progression

  • Flowchart: Sequence of level unlocking (dependencies and branching).
  • Difficulty Curve: Rules for escalating challenge (enemy strength, mechanical complexity, resource pressure).
  • Mechanic Introduction: Pacing for introducing new gameplay elements (tutorial → practice → mastery).

6.4 Level Template

Use this structure for Level #1, #2, etc., to ensure consistency across the team.

6.4.1 Level #1 – Basic Info

  • Level ID: Unique identifier.
  • Level Name: Display name.
  • Type: (Main, Side, Tutorial, Event).
  • Recommended Power / Level: Required stats or level range.

6.4.2 Synopsis

  • Role: (e.g., Teaching mechanics, Narrative climax, Resource farming).
  • Narrative Context: Where this level fits within the story chapter.

6.4.3 Introductory Material

  • Opening: Dialogue, cutscene, or comic-style intro.
  • Briefing: Objective text and necessary hints.

6.4.4 Objectives

  • Primary Objective: Mandatory condition for success.
  • Secondary Objectives: Optional goals for extra rewards.
  • Hidden Objectives: Easter eggs or advanced challenges.

6.4.5 Physical Description

  • Topology: Layout zones, critical paths, side paths, and dead ends.
  • Verticality: Elevation changes, platforms, and jump routes.

6.4.6 Map

  • Layout: Schematic or link to the map file.
  • Markers: Spawn points, objectives, key items, and interactive objects.

6.4.7 Critical Path

  • Walkthrough: The most common path players will take.
  • Choke Points: Potential difficulty spikes and mitigation strategies (detours, hints, failsafes).

6.4.8 Encounters

  • Waves: Enemy configuration and spawn logic.
  • Elites / Bosses: Key mechanics and behaviors.
  • Environmental Hazards: Traps, terrain effects, and interactive dangers.

6.4.9 Level Walkthrough

  • Player Perspective: Step-by-step description of the experience.
  • Feedback: Audio-visual cues and numerical feedback at key moments.

6.4.10 Closing Material

  • Settlement: Scoring, rewards, and performance statistics.
  • Outro: Dialogue, cutscene, or teaser for the next level.

Duplicate this structure for Level #2, #3, etc.

6.4.11 Numerical & Economy Budget

  • Enemy Budget: Stats, expected damage output, and time-to-kill (TTK).
  • Player Targets: Expected power range and pass rate for different player segments (Casual / Mid-core / Hardcore).
  • Resource Output: Expected yield and variance for currencies, materials, and XP.
  • Reward Structure: Tiered rewards for Primary / Secondary / Hidden objectives.
  • Time & Cost: Estimated playtime and stamina/resource consumption (aligned with Economic System).
  • Exploit Prevention: Safeguards against AFK farming, kiting, or skipping content.

6.4.12 System Hooks

  • Quest System: Completion triggers, quest chain progression, daily/weekly task updates.
  • Gameplay System: Tutorial triggers, difficulty scaling, event reporting.
  • Progression System: Recommended growth goals, breakthrough material drops.
  • Monetization: Non-intrusive entry points for acceleration or direct purchase (e.g., revive, stamina refill).
  • Telemetry: Entry/Exit logs, duration, failure reasons, resource flow, and feature usage.

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