Make Cognitive Maps, Not Levels

Nicolas Oueijan

GDC

2022-11-12

How to understand our cognitive map: The Image of the City by Kevin Lynch

  • Paths
  • Landmarks
  • Districts
  • Edges
  • Nodes

Path

What:

  • A linear space that directs movement/travel
  • Tends to be dominant in CM

Examples:

  • Sidewalks
  • Streets
  • Trails

How to identify:

  • Travel tends to be concentrated on them
  • Most temporal element

Features:

  • Relies on continuity, proprioception, calculation, or intuition

Uses:

  • Guiding players quickly to a destination
  • Catching lost players
  • Establishing player flow in a level
  • Connecting large areas

Landmark

What:

  • A single, localized, and memorable feature
  • Point-References

Examples:

  • Towers
  • Statues
  • Founations

How to identify:

  • Tend to be objects/structures
  • Things you might think to take a picture of
  • Recognizable visually/narratively/experientially

Uses:

  • Most useful element when journey becomes less familiar
  • Orient players from a distance (if visible)
  • Situate elements of the level among themselves

District

What:

  • A region identifiable by characteristic or quality
  • Zonal/Area reference

Examples

  • Industrial Zones
  • Downtowns
  • Nature Preserves

How to identify:

  • “Squint” tests
  • Has edges - “Go Through”
  • Mid-Large scale
  • Color-by-number
  • In a “Place with a place,” it’s usually the bigger place

Uses:

  • Groups of things like other things are easier to remember than random groups of things
  • Clusters can be semantic, or mechanic, not just visual
  • Helps definie unique identity of a space

Edge

What:

  • Linear non-paths that indicate, separate, or control continuity

Examples:

  • Gates/Walls
  • Cliffs
  • Borderlines
  • Doors, Apertures
  • Tunnel openings
  • Paved -> Non-paved

How to identify:

  • Tend to be elevational
  • “Go around/along”
  • Thresholds you cross through between places

Uses:

  • Level transitions
  • Level boundaries
  • Mechanical boundaries
  • Portals
  • Ledges/Walls/Cliffs etc

Node

What:

  • Convergence of paths
  • Point-References

Examples:

  • Traffic intersections
  • Transit hubs
  • “Home” spaces

How to identify:

  • Many “Ins” or “Outs
  • Denser activity than adjacent areas
  • Strategically placed in or between districts
  • Branching milestones when traveling along paths

Uses:

  • Re-use/revisit multiple times
  • Place-making
  • Nodes can be destinations
  • Good nodes can be experienced “in” not just “through”
  • Make/spend more time here

Implementation

  1. Audit
  • Identify existing Paths, Landmarks, Districts, Edges, and Nodes
  • Assess their clarity and readability
  1. Organize
  • Draw your level’s plan using only these elements. Is is clear, readable?
  • Draw your level’s section using only these elements. Is is moving, emotional?

Plan is structure, Section is emotion.


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