Game Designers' Note

Circulation Patterns

Straight-On

  • High Level of Authorship
  • Little Player Choice Available
straight on
straight on

One-Way Loopback

  • Sense of Control (regional division)
  • Can Seem Contrived
one way loop back
one way loop back

Branching Chokepoint

  • Emphasis on Player Choice
  • Create risk-reward routes
  • Bigger Scope
  • Choices can feel illusory
branching chokepoint
branching chokepoint

Swiss-Cheese Approach

  • Emphasis on Player Choice
  • Bigger Scope
  • Less Design Control of early experience
swiss cheese approach
swiss cheese approach

Branching Fractal

branching fractal
branching fractal

Hub and Spoke

  • Efficient: Highly Reused Hub Space
  • Hub Can Become Dull/Repetitive
hub and spoke
hub and spoke

Gated Hubs

gated hubs
gated hubs
Avoid room-hallway-room structure

Level Reuse

  • Power reversal
    E.g. Once the player captures a machine gun position, they can use it to fight back against enemies.
  • Reverse traversal
  • Level mutation
    e.g. Hollow Knight
Previous
Circulation Elements
Next
Pace Control