One More Level
CompanyPoland
Documents about One More Level
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
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