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About Ziklops

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  1. Player Gating in Level Design

    @blackdog Thanks, yeah I've seen that link. Yeah I'm looking to do a write up on gating techniques, with some good and bad examples. It makes it a bit easier when clearly classifying the different types. I also want to avoid contradicting the common understanding of terms as well, so I just thought I'd double check on here.
  2. Player Gating in Level Design

    @Helder Pinto I'm talking in relation to single player games and gating in terms of blocking off exits to different areas of a level, whether temporarily of permanently. Mostly FPS and third person action/adventure genres, but gating is applicable to others. @Alf-Life Yeah they're both terms in relation to gating, where you are using methods of restricting the players movement through the level. What you call back gating gating I've heard referred to as hard gates. I've also read hard gates as being what you call front gates, where an absolute condition (such as killing all the enemies) must be met before it is unlocked and the player is allowed to progress. I've also seen soft gates described as small challenges that influence the player's pace through the level, for example some destructible objects that can be easily cleared with a weapon the player has. Plus I've read similar to your example as a soft gate, where the player might encounter enemies of a higher difficulty that they aren't quite ready to take on yet. I'm not saying any of those aren't valid under those categories, I was just wondering if there was a common definition in anyone's experience?
  3. Hi everyone, I've been looking into gating through level design a bit more deeply, but have come across some differing interpretations between "hard gates" and "soft gates". I wanted to ask how you would define both "hard gates" and "soft gates" to see what the general consensus was here?