DnD Map V2 Feedback
DND MAP 1 (V2)
LOGAN VAN DYNE
Previously, we did a playtest of our first simple tutorial map for Dungeons and Dragons.
After getting feedback from our players and reviewing the level to determine its flaws and how to
improve upon its design and mechanics, we made an updated version of the same map and expanded
or altered its features. At its core, the level design itself is still the same, however it has since been
improved, expanded, and edited to function better and give the players more freedom during their
gameplay experience.
In the previous iteration of the level, players were only able to explore a portion of the pirate ship and
the corresponding beach, which left them feeling rather isolated. Even though there was some freedom
in the direction they could go, they were still bottlenecked into following a rather tight path. To prevent
any sense of restricted play, the beach was first extended to give the players the option to proceed
rather than board the ship immediately. Doing so would result in finding more enemies to fight, before
finally bringing them back to the ship.
To add a sense of mystery and exploration, my classmate Ryan helped me figure out how to work the
fog feature of the website, which allowed me to hide certain areas to the player and reveal them when
they enter a new area. This adds a sense of curiosity and wanderlust to the players, allowing them to
contemplate what may be on the other side of the fog.
After defeating all enemies on the beach and throwing them into the water, the players were able to
advance onto the pirate ship, which largely stayed the same, except for the addition of the back of
the ship, which housed two ranged enemies. The player could either choose to advance to the front
of the ship or the back of the ship, resulting in two different encounters. Either way, the entirety
of the ship would be explored, yet allowing the players to choose the order in which they do so
gives them more freedom and creativity while still getting them to follow a predetermined route.
Depending on the route they choose to explore, they will eventually reach the front of the ship,
which holds the same boss as the previous iteration. All enemies which remained from the first
version had the same stats, and the new enemies added mimicked the stats of the enemies which
were already present, depending on their area. The enemies on the beach all had the same stats,
as well as the enemies on the ship, and the stats of the boss remained the same as well, since
there were no issues with power scaling during the playtests. The enemies may be a little bit
weaker than preferred, but you don’t want them to be too difficult to fight as well, especially during
a tutorial level.
While players knew where to go, they were also granted more freedom and challenges than
previously, while still adhering to the tutorial style of the level which we were trying to emulate.
The fog implemented was taught to the players rather easily, as it was simply removed when they
entered it, showing them that there are potentially more areas to explore beyond the fog. Besides
some very minor scaling issues, there were no problems with the level, and overall it’s design and
playability were improved upon greatly since the first iteration. Adding more freedom and exploration
allows the players to feel much more in control than they did previously, while adding extra challenges
to increase the amount of actual gameplay experienced by the players, making the end result of killing
the boss all the more rewarding.
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