Boom Goes the Dynamite: How Destructible Environments Affect Gameplay

About

In my thesis I am testing three fundamental rules for designing levels with destructible environments.

  •  When a destructible object blocks player progression, the player needs to know what can be destroyed to proceed.
  • When destructible objects are a secondary mechanic that can cause damage to enemies or interact with the world, the use of these objects must have a gameplay purpose to help the player proceed.
  • When destructible objects are intended for a visual wow effect, the destruction needs to be realistic or the player will notice and cry foul.

 

I am building a level in Gears of War to test the hypothesis that by folowing the rules the level will get better as a result.

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