{"id":880,"date":"2019-09-07T11:19:16","date_gmt":"2019-09-07T10:19:16","guid":{"rendered":"http:\/\/david-bailly.com\/portfolio\/?p=880"},"modified":"2021-04-04T14:51:54","modified_gmt":"2021-04-04T13:51:54","slug":"exploration-feeling-in-spyro-the-dragons-level-design","status":"publish","type":"post","link":"https:\/\/david-bailly.com\/portfolio\/exploration-feeling-in-spyro-the-dragons-level-design\/","title":{"rendered":"Exploration Feeling in Spyro the Dragon&#8217;s Level Design"},"content":{"rendered":"\n<p><strong>In the best levels, the level design structure makes you feel like you are exploring areas you are not supposed to, while never being stopped in a dead end.<\/strong><\/p>\n\n\n\n<!--more-->\n\n\n\n<p>Most levels in Spyro the Dragon (and the other games of the trilogy) use (loosely) hidden treasures and secret paths to push for exploration around a simple critical path. Some are cleverly structured to guide the player&#8217;s exploration all the way through 100%. Here is a case study of a few of them.<\/p>\n\n\n\n<p class=\"has-cyan-bluish-gray-color has-text-color has-small-font-size\">The top view screenshots are taken from <a href=\"https:\/\/imgur.com\/gallery\/FLQOx\ufeff\">sonicbluetm<\/a> on imgur<br>The Walkthrough video are from <a href=\"https:\/\/www.youtube.com\/channel\/UCBJIVsi19S4_XlvyG9iNbJg\">Gaming Instincts TV<\/a> youtube channel<\/p>\n\n\n\n<h3>Town Square<\/h3>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img data-attachment-id=\"881\" data-permalink=\"https:\/\/david-bailly.com\/portfolio\/exploration-feeling-in-spyro-the-dragons-level-design\/ref_spyro_town_square\/\" data-orig-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?fit=550%2C575&amp;ssl=1\" data-orig-size=\"550,575\" data-comments-opened=\"0\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"ref_spyro_town_square\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?fit=287%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?fit=550%2C575&amp;ssl=1\" loading=\"lazy\" src=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?resize=443%2C463&#038;ssl=1\" alt=\"\" class=\"wp-image-881\" width=\"443\" height=\"463\" srcset=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?w=550&amp;ssl=1 550w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?resize=287%2C300&amp;ssl=1 287w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_town_square.png?resize=168%2C176&amp;ssl=1 168w\" sizes=\"(max-width: 443px) 100vw, 443px\" data-recalc-dims=\"1\" \/><figcaption>Town Square&#8217;s navigation<\/figcaption><\/figure><\/div>\n\n\n\n<p>This is the level where you are taught to glide. The critical path (in white) alternates between situations with the bull enemy and jumps that require to glide, each with increasing difficulty.&nbsp;<br>The second part of the level (in yellow) loops around the first part. It is always accessible from a visible platform (on the left of the screen @2:08, in the video walkthrough below), but a new player most likely will not see or be able to make that jump. Going through the whole bonus loop gets you to a high area from which both the end and the start of the level are accessible.<\/p>\n\n\n\n<figure><iframe loading=\"lazy\" width=\"600\" height=\"338\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/3U4Nqv1DqUQ\" allowfullscreen=\"\"><\/iframe><\/figure>\n\n\n\n<h3>Cliff Town<\/h3>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img data-attachment-id=\"882\" data-permalink=\"https:\/\/david-bailly.com\/portfolio\/exploration-feeling-in-spyro-the-dragons-level-design\/ref_spyro_cliff_town\/\" data-orig-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?fit=882%2C765&amp;ssl=1\" data-orig-size=\"882,765\" data-comments-opened=\"0\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"ref_spyro_cliff_town\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?fit=300%2C260&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?fit=882%2C765&amp;ssl=1\" loading=\"lazy\" src=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?resize=490%2C425&#038;ssl=1\" alt=\"\" class=\"wp-image-882\" width=\"490\" height=\"425\" srcset=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?w=882&amp;ssl=1 882w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?resize=300%2C260&amp;ssl=1 300w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?resize=768%2C666&amp;ssl=1 768w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?resize=671%2C582&amp;ssl=1 671w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_cliff_town.png?resize=203%2C176&amp;ssl=1 203w\" sizes=\"(max-width: 490px) 100vw, 490px\" data-recalc-dims=\"1\" \/><figcaption>Cliff Town&#8217;s navigation<\/figcaption><\/figure><\/div>\n\n\n\n<p>This level starts with a linear progression. The two parts of town are a bit open, but split by a single bridge. Treasures on top of the buildings are teased but not yet accessible. Then, climbing to the highest part of town (starting @2:35) is also perfectly linear.<br>Once at the upper point, you find the exit and a dragon that tells you that you can glide to another part of the level (@4:07). The obstacles (buildings) of the town can now be used as platforms to access the treasures. But a completely new part of the level is also accessible to explore, through a long glide that has to start next to the exit point (@5:00).<\/p>\n\n\n\n<figure><iframe loading=\"lazy\" width=\"600\" height=\"338\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/s2IrdjhvZwM\" allowfullscreen=\"\"><\/iframe><\/figure>\n\n\n\n<h3>Stone Hill<\/h3>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img data-attachment-id=\"883\" data-permalink=\"https:\/\/david-bailly.com\/portfolio\/exploration-feeling-in-spyro-the-dragons-level-design\/ref_spyro_stone_hill\/\" data-orig-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?fit=1266%2C750&amp;ssl=1\" data-orig-size=\"1266,750\" data-comments-opened=\"0\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"ref_spyro_stone_hill\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?fit=300%2C178&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?fit=924%2C548&amp;ssl=1\" loading=\"lazy\" src=\"https:\/\/i2.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?fit=924%2C548\" alt=\"\" class=\"wp-image-883\" width=\"565\" height=\"334\" srcset=\"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?w=1266&amp;ssl=1 1266w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=300%2C178&amp;ssl=1 300w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=768%2C455&amp;ssl=1 768w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=1024%2C607&amp;ssl=1 1024w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=924%2C547&amp;ssl=1 924w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=671%2C398&amp;ssl=1 671w, https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/09\/ref_spyro_stone_hill.png?resize=297%2C176&amp;ssl=1 297w\" sizes=\"(max-width: 565px) 100vw, 565px\" \/><figcaption>Stone Hill&#8217;s navigation<\/figcaption><\/figure><\/div>\n\n\n\n<p>This level embraces the open areas it provides (the first enclosed area, the second one on the right of the map, and the whole upper part), and the critical path is very short.<br>There are multiple rooms to explore but most are dead-ends, which is not what I&#8217;m interested in here. The most important one is the tower in the center of the right area, from which you can glide and get access to what appeared to be inaccessible landscape (jump @4:40). Even more than with the previous example, you are given a higher point of view and freer access to the level.<\/p>\n\n\n\n<figure><iframe loading=\"lazy\" width=\"600\" height=\"338\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/41SytXbxzEo\" allowfullscreen=\"\"><\/iframe><\/figure>\n\n\n\n<h3>General Structure<\/h3>\n\n\n\n<p>What I&#8217;m highlighting here is not true for all of Spyro&#8217;s levels. I&#8217;m only taking as references the levels that manage to create that exploration feeling while still guiding the player.<br>What those levels have in common is a&nbsp;<strong>basic part<\/strong>&nbsp;to teach new mechanics \/ enemies, a more&nbsp;<strong>open part<\/strong>&nbsp;with an obvious critical path plus some bonus areas to explore, and finally a full&nbsp;<strong>bonus part<\/strong>&nbsp;that is either hard to access or accessible only after the critical path is done.<br>The first goal, finding the exit, is achieved at the end of the critical path, but the game encourages you to explore to reach the real goal of 100% completion.<\/p>\n\n\n\n<p>That level design makes sure the player is not lost with a clear path to the exit, but gives many opportunities to explore more. You are encouraged to find everything through gameplay rules (the completion rate is displayed in the menu and the progression is locked until you&#8217;ve found a certain amount of collectibles), but the levels are made so you want to explore them.<\/p>\n\n\n\n<p>The best bonus paths also avoid putting the player in a dead end. The level&#8217;s exit itself is rarely presented as a dead end. The fact that the majority of the level&#8217;s content&nbsp;<em>could<\/em>&nbsp;be skipped makes it feel more like bonus or secret areas, even though it is the core experience. The feeling of going where you&#8217;re not supposed to is increased by sometimes disguising the platforms as decor (columns, house roofs&#8230;).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In the best levels, the level design structure makes you feel like you are exploring areas you are not supposed to, while never being stopped in a dead end.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[38],"tags":[71,49,72],"jetpack_featured_media_url":"","jetpack_publicize_connections":[],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p7TL8k-ec","jetpack-related-posts":[{"id":822,"url":"https:\/\/david-bailly.com\/portfolio\/exploration-in-the-worldmap-of-splatoon-2-octo-expansion\/","url_meta":{"origin":880,"position":0},"title":"Exploration in the WorldMap of Splatoon 2 Octo Expansion","date":"2019-05-04","format":false,"excerpt":"Branches of levels (presented as metro lines) are connected to each other to add an exploration aspect while keeping some control on the order of discovery. The level progression is not linear but shaped like a metro map: multiple lines connected to each others, each station being a level. A\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/04\/ref_splatoon_octo_map.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":832,"url":"https:\/\/david-bailly.com\/portfolio\/prankster-comets-of-super-mario-galaxy-1-2\/","url_meta":{"origin":880,"position":1},"title":"Prankster Comets of Super Mario Galaxy 1 &#038; 2","date":"2019-05-08","format":false,"excerpt":"Prankster Comets appear randomly on previous levels, giving them a new objective, sometimes with adaptations of the level design. A prankster comet level is shorter than a normal level, with an objective is only found with the comets. They add gameplay variation, but re-use most of the levels environment and\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_galaxy_comet.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":838,"url":"https:\/\/david-bailly.com\/portfolio\/thank-you-in-super-mario-odysseys-final-level\/","url_meta":{"origin":880,"position":2},"title":"&#8220;Thank you&#8221; in Super Mario Odyssey&#8217;s Final Level","date":"2019-05-18","format":false,"excerpt":"Fourth wall breaking reward acknowledging players who achieved something special. After the story ending of the game, and after collecting all power moons, the player can tackle the hardest challenge of the game, called the \"Darker Side of the Moon\". It features many of the game mechanics at their hardest\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/05\/ref_mario_odyssey_thank_you.gif?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":503,"url":"https:\/\/david-bailly.com\/portfolio\/handmade-vs-randomized-level-design-in-epistory-placeholder-post\/","url_meta":{"origin":880,"position":3},"title":"Handmade vs randomized level design in Epistory","date":"2015-05-12","format":false,"excerpt":"This is an old article that was written as a dev blog post for\u00a0Epistory, a typing adventure game and the first project I worked on at Fishing Cactus. The problem As in most puzzle \/ adventure games, Epistory's level design, is designed manually from the world layout to the smallest\u2026","rel":"","context":"In &quot;Article&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":860,"url":"https:\/\/david-bailly.com\/portfolio\/860-2\/","url_meta":{"origin":880,"position":4},"title":"Progress Feedback in Mario Maker 2&#8217;s Story Mode","date":"2019-07-12","format":false,"excerpt":"Progress in Story mode is marked by two metrics, which both come from completing levels. It makes completing levels feel more rewarding at a low development cost. The objective given to motivate the player to play levels is to rebuild princess Peach's castle, room by room. This gives clear visual\u2026","rel":"","context":"In &quot;Tips &amp; Tricks&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2019\/07\/ref_mariomaker_1.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":677,"url":"https:\/\/david-bailly.com\/portfolio\/solving-patterns-in-shift-quantum\/","url_meta":{"origin":880,"position":5},"title":"&#8220;Solving patterns&#8221; in Shift Quantum","date":"2018-05-11","format":false,"excerpt":"As level designers on Shift Quantum, when experimenting with newly designed blocks (even before they were implemented) we identified and listed the different micro problems they could generate. Complex puzzles are built later by combining them.\u00a0Each micro problem has a micro resolution pattern that the player has to figure out\u2026","rel":"","context":"In &quot;Article&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/david-bailly.com\/portfolio\/wp-content\/uploads\/2018\/05\/SQ_mov_tuto-768x536.jpg?resize=350%2C200","width":350,"height":200},"classes":[]}],"_links":{"self":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/880"}],"collection":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/comments?post=880"}],"version-history":[{"count":8,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/880\/revisions"}],"predecessor-version":[{"id":915,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/posts\/880\/revisions\/915"}],"wp:attachment":[{"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/media?parent=880"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/categories?post=880"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/david-bailly.com\/portfolio\/wp-json\/wp\/v2\/tags?post=880"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}