# Door Key Level Pattern

Problem: We want to give the player the illusion of freedom and nonlinearity, without letting them 'skip' subquests or level areas we've created, and without letting them experience the game in the wrong order.

Solution: The level has branches; one branch leads to a door - the other branch leads to a dead-end and a key. The player has a choice at this moment. If he goes down the branch towards the door, he'll realize he needs a key to open it, and backtrack and try the other branch. This branching can be expanded ad infinitum, and you can introduce doors for which the key will become available much later, rewarding memory.

Possibilities:

• 1 key opens 1 door
• 1 key opens many doors (Metal Gear Solid)
• Many keys can open 1 door (Deus Ex)
• Many keys needed to open 1 door (Spider-Man: The Movie)
• Keys open all doors, but just once (Zelda)
• Grants flexibility, decision making, in choosing order of opening doors.

Thoughts: Some people tire of keys and doors, but find it more interesting than straight linear levels. It provides the opportunity to explore in your own way. Too much, however, and people can tire of seeing the same landscapes over and over again, and the game can become a chore.