Explicit - Anything that calls out to the player through cutscenes or text.
Implicit - Anything the player figures out by themselves.
Emergent - Anything that the player makes up in their own head.
He says the best way to explain these last two types of narrative is through a technique called Mise-en-scène. This is the art of telling a story through an environment and this is the element I am trying to emphasise throughout my major project.
GDC (2018) Ten Principles for Good Level Design [Online Video] Available from: https://www.youtube.com/watch?v=iNEe3KhMvXM [Accessed: 28/02/2018]
He goes on to break down his principals of level design into a list of ten points. I found these to be quite helpful as it highlighted certain aspects of environment design that I am interested in. Some of these points are related to game mechanics but others concern the visual design.
A good level design:
- Is fun to navigate
- Does not rely on words.
- Tells what but not how
- Constantly teaches
- Is surprising
- Empowers the player
- Is easy, medium and hard
- Is efficient
- Creates Emotion
- Is Driven by Mechanics