The mission is separated into 4 areas that the player passes through. To build them up and use contrasts easily, I use curves which depend on the difficulty but also the player emotional intensity. The aim is to link gameplay and narrative in a coherent way.
1. Introduction: Forest
Challenge: This small introduction in a dark place allow the player to becomes familiar with "crouch", "ladder" and "zipline".
Emotional intensity: It ends with a huge point of view allowing the player to discover the castle, his objectives and the path he will probably take to reach the next landmark.
2. The way to the castle
Challenge: Introduction to guards and small open places. Practice of "crouch", "ladder" and "zipline".
Emotional intensity: Teasing on the fate of those who do not work hard enough on the site. Small hints on the question of why the lord wants it to go fast
3. The castle courtyard
Challenge: It start with a big open area with a lot of guards, but the way through them is not too hard to find. Practice of "crouch", "zipline", "ladder" and "guard avoidance".
Emotional intensity: Start slowly with the first court dominated by a stonemason hut. It become extreme with the discovery of the gallows and the horror of the workers repression.
4. Inside the castle
Challenge: The room is not big but there is a lot of guards and their patterns are fast. To progresse the player need a key which is in the centre of the room. Mastery of "crouch" and "guard avoidance".
Emotional intensity: It's the climax of the mission, in the last room the player encounter his target who is preparing a revolt on the site. Will he choose to eliminate it or not...