6. Levels
Define the player experience across spatial and temporal dimensions, from overall content structure to individual level details.
PRID: gdd-en-6-levels
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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.