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One More Level

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Documents about One More Level

Cover of GDC Plays Ghostrunner with One More Level
51 min
Game Developers Conference51 min

GDC Plays Ghostrunner with One More Level

The development of Ghostrunner represents a strategic shift toward high-fidelity, first-person action, moving away from the studio’s previous top-down design roots.

  • Ghostrunner centers on a 'one-hit, one-kill' mechanic, which the developers adapted into a first-person perspective to differentiate the title from traditional action games.
  • To maintain gameplay momentum, the developers designed levels to be 'waterproofed'—ensuring fluid movement and navigation while allowing for multiple player-chosen routes without stopping the action.
  • Narrative exposition is delivered primarily through in-game dialogue rather than face-to-face interactions, utilizing quieter, non-combat platforming sections to ensure players can absorb the story without interrupting the game's pace.
Game Developers ConferenceOct 2020
Cover of One More Level - The Arbitrary Endpoint Trap - Extra Credits
7 min
Extra Credits7 min

One More Level - The Arbitrary Endpoint Trap - Extra Credits

The arbitrary endpoint trap describes a psychological phenomenon where players continue gaming sessions past the point of enjoyment to reach self-imposed, non-essential goals.

  • The 'arbitrary endpoint trap' occurs when players continue gaming past the point of enjoyment to complete non-essential, self-imposed goals, leading to fatigue and diminished returns.
  • Game designers, particularly in mobile and free-to-play sectors, intentionally exploit the human compulsion to complete tasks by using extrinsic motivators like progress bars and near-completion achievements.
  • Developers use overlapping goals and the sunk cost fallacy to extend play sessions, aiming to convert initial engagement into long-term habit formation and player retention.
Extra CreditsOct 2017