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World and levels › Level design

Gates and keys: a world that opens piece by piece

Know first: Layout: loops, forks and dead ends

This lesson is about how a game keeps the player where they should be and opens the world piece by piece. It covers locked doors and the keys to them, abilities that work as keys, places the player can see but not yet reach, and shortcuts that open later. We’ll see how to tell how much choice a level really gives, and why good gates don’t feel like walls. In the demo you’ll move a key in a small level and watch its map of dependencies change.

Why this matters

A level with nothing in the way lets the player walk into the boss room in the first minute, or skip half of what was built for them. A level that blocks them with invisible walls and closed doors that never open feels like a cage. Between the two lies gating: deciding what the player can reach now, what later, and what they have to do in between.

Gates hold the order of a level together. They keep the critical path in order, so that the pacing planned in the lesson on pacing actually happens. They give the player goals: find the key, get past the gap. And they turn a return to an old place into a reward, when the door that was shut finally opens.

Further in the article

  1. A pass card
  2. What counts as a gate
  3. Locks and keys of every kind
  4. Gates that don’t feel like walls
  5. Drawing what depends on what
  6. Shortcuts and one-way doors
  7. Where it breaks
  8. Connections: the same idea in other fields
  9. Sources and further reading
  10. Key points
  11. Test yourself