SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 38

Phillip Carter-Tracy Level Design « Points of Contention on Asymmetric Multiplayer Maps When designing multiplayer maps, the Through points of contention, I identified to bring players from opposite teams map, but I also needed to find out overarching goal is to create situations into conflict via opposing goals. This conflict and the resulting aftermath of the opposing goals are what constitute the core of multiplayer gameplay. I chose this project because I wanted to understand all the elements within a good multiplayer map that lead to the how a map’s success is quantified. To understand how success was marked for a multiplayer map, I looked to available datasets and determined that success is indicated by a nearly equal win-loss ratio for attackers and defenders on payload maps. map being perceived as fun in a player’s My thesis enabled me to understand multiplayer Team Fortress 2 map that uses guidelines that are key in designing mind. In my artifact—an asymmetrical the payload game mode—I utilized points of contention to design a successful multiplayer map. Through implementation and testing of my artifact, I was able to identify that points of contention are how designers control flow, pacing, and balance on asymmetric multiplayer maps to motivate and direct players toward conflict and conflict resolution. 38 how fun is designed into a multiplayer LEVEL DESIGN the required elements and associated successful points of contention on asymmetrical multiplayer maps.