Sam Adlis
Level Design
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Reducing Cognitive Load and Increasing Excitement to Increase
StarCraft II’s Accessibility
My goal in this project was to create a I chose to create a more accessible
easy to learn, and is still fun and strategic. to see if I could make one of the most
mod of StarCraft II that is easy to play,
I boiled the process down to two large
pillars: reducing cognitive load and
increasing excitement.
While each pillar had many subparts,
the overall goal was to simplify the game
to make it easier to process, and then
offset the negative effects of simplification
by increasing excitement and player
engagement. My artifact was a success
because both StarCraft II veterans and
players who were completely new to the
genre were able to learn the game quickly
and had fun.
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LEVEL DESIGN
version of StarCraft II because I wanted
hardcore games playable by a much
wider audience. I greatly admire Blizzard
Entertainment and how they have
repeatedly created games that are easy
to play and learn within difficult game
genres. The artifact took four mon ths to
make with about three months of research
and design beforehand.