Friday, August 22, 2014

Level Analysis of Lady Sia

The level takes place after Lady Sia is clubbed over the head, while trying to single handedly save her kingdom from invaders.



        
The layout of the level supports it's purpose as a tutorial level because it starts out with many small platforms introducing the first and arguably most important mechanic, hopping from platform to platform. 
After that mechanic is reinforced, the layout then introduces hidden paths, and nooks and crannies by first directing the player there with gems, and then as it goes on, with hidden prizes such as a prisoner to free. 





        The layout becomes flatter later on as the tutorial moves from platforming to fighting and solving small puzzles (like how to get past explosions or open a door). This change in pace keeps the player challenged without making the level to difficult. One way the level keeps fighting the rat men easy is by putting a lot of life points around those areas, so you can be both immediately rewarded for it, as well as recover the damage you lost.



        Other obstacles that are presented to the player are: higher ledges, moving ledges (in any direction), closed draw bridges, TNT, falling pumpkins (from rat men), and balance beam/ tight rope. Some of the mechanics introduced in this level to solve these issues are: zip lines, the ability to look in any direction (shift the screen over), shooting magic balls, using your sword, crouching, grabbing ledges, and sneaking.




        The tutorial level is balanced between giving the player the answers and making them figure it out. For the entire level you are following a mysterious guide who has an understanding of the situation, and can help you with your abilities. He will be stopped at points of new interaction with mechanics. And tell you things such as, "Press L to sneak". Some applications are straight forwards while others are not. For example to learn that you could and want to collect gems he instructs the player to open a door. The door leads to a path that diverges from the main one, when the play takes it they are immediately reward by collecting a gem. He functions to tell which buttons cause which activities, and the design of the level at follows it will provide the player  with opportunities to use that new mechanic to serve different purposes. 




       The story integration is done well in this level. it begins with the protagonist being broken out of prison by the unknown guide. Because lady Sia was clubbed on the head, the whole scenario plays as if she doesn't understand/remember what is happening, allowing the guide to coach the player back to speed. He right away informs us of our goal to get the the next city and village where our jewel ring and special sword are, as well as informs us of or magic powers, but state that it is temporarily unusable. We follow him as instructed in hopes of gathering more info until the end of the level where he brings us to a giant bird that flies just Lady Sia to the next town with hope of remeeting him/her.






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