Learning – Multiplayer Casual Game Level Design

This talk shows the difference between Competitive and Casual in multiplayer-level design. It gives the idea of the Holy Grail which is a kind of level suit both Competitive and Casual. However, the outcome is more like a casual level.


The Definitions

Competitive – Professional tournaments


Casual – Recreational play

        Motivations – Pros have fun with friends, New players learn the game

The Holy Grail – A way to serve both

Properties of Greatest Of All Time Casual maps

Big, Open Environments

        Easy to navigate

Iconic themes

        Easily recognizable theme

Sandbox of play

Conflict through simplicity

Not Play competitively?

Properties of Competitive maps

What causes the difference between Competitive and Casual?

Overlap of Audience – Varies Per Games

Layer of Skills

Expand this concept (Mechanics, Tactics, Strategy) to other game genres

Methodology of Designing Casual play

Rebounds and Chaos

        The Blue Shell in Mario Kart – The props that let a lower-skill player catch up

Easy to Learn

Limited Tactics

Sandbox Play

        Halo – Multiple tools, players don’t need to use the tools they don’t want to. Some like driving, and some like running and gunning.

Single Scan Arenas

        The difficulty of getting the whole view of the map

Methodology of Designing Competitive play

Multiple valid options

Resilient Options


  1. Attackers can switch the attacking objective rapidly and easily
  2. Due to the 30 Rounds per game, a little mistake won’t cause the whole game bad and uninteresting. Even in the last moment, the score-behind team has the possibility to regain an advantage.

Multi-scan arenas

Methodology of Designing Holy Grail play

Paladins Level – A Holy Grail Level – Game Devs and Analysis

What is Paladins?
Paladins Devs Progress
A map in Paladins
The combination of Competitive Casual Principles
Paladins Game world

Conclusion – The High Level Principles


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