
A good player is constantly varying his route through a level, sometimes to shake off pursuers or sometimes in order to go after desirable weapons or pickups. In multiplayer a linear path is rarely beneficial. Often, this leads to a linear level design (which is, in most cases, best suited to the experience you want to provide). In single player games, it is often beneficial to lead the player towards the best gameplay experience your game has to offer. Now lets say you place the high ground near a wall – now the player has a choice to make: Does he go for the high ground and attempt to get cover, or does he stay in the open to avoid getting hit easily with a splash damage weapon?Ī good multiplayer designer is always thinking of terrain options and trying to engineer them to provide as many good choices for the player as possible. Not only does it provide him with an excellent angle to fire at them with, it also usually provides partial cover. (Elements like walls, cover, high ground, and low ground are all examples of these terrain options.) Good players learn what terrain to use depending on the situation – for example, it’s usually just a better idea for a player to have higher ground than his opponent. One good way to provide players with interesting choices in a multiplayer FPS map is to give them a variety of terrain options to choose from. In a multiplayer game, the player is constantly having to make his own experience using only the tools you provide him to do so.Īs such, it is important to approach multiplayer map design from this perspective: Provide the player with good tools and he can create a good experience.Īll this sounds blaringly obvious, of course, but given how many people get this basic tenet wrong it deserves stating. In a single player game, the designer has access to design tools to help guide the player, like linear progression, or even just general good crafting of gameplay segments.


VIDEO GAME MAP DESIGNER SERIES
Sid Meyer once said that “a game is a series of interesting choices” and nowhere in game design is this more true than Multiplayer Design. An Overview: What is Fun About FPS Multiplayer?
