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Level Design Workshop

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Level Design Workshop. Matthias Worch and Harvey Smith GDC 2010, San Francisco. “What Happened Here?” Environmental Storytelling. Session Overview. Part 1: Game Environments Part 2: Environmental Storytelling  Part 3: Practical Techniques - PowerPoint PPT Presentation

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Page 1: Level Design Workshop

Level Design Workshop

Page 2: Level Design Workshop

“What Happened Here?” Environmental Storytelling

Matthias Worch and

Harvey SmithGDC 2010, San

Francisco

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Part 1: Game EnvironmentsPart 2: Environmental Storytelling Part 3: Practical TechniquesPart 4: Systemic Environmental Storytelling

Part 5: Conclusions and QA

Session Overview

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Game Environment Definition

Part 1

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1.Constrains and guides player movement through physical properties and ecology

2.Uses player reference to communicate simulation boundaries and affordance

3.Reinforces and shapes player identity

4.Provides narrative context

Game Environment

Definition

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Bioshock

A decadent new year’s eve party gone wrong

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Physical Properties and Ecology

“Constrains and guides player movement through physical properties and ecology.”

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“Uses player reference to communicate affordance.”

Communicate Affordance

Tickets pointtowards register

Sign points

out alcohol

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Communicate Simulation Boundaries

Can I cut a rug?

Uses player reference to communicatesimulation boundaries.

No.

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Reinforces Player Identity

“The environment reinforces player identity.”Reference: The Imago Effect

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Reinforces Player Identity

Bashing and looting

Makes us feel

like a lab rat.

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Narrative Context

The environment provides narrative context

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Environmental Storytelling

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Environmental Storytelling Definition

Part 2

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Environmental Storytelling

Working DefinitionStaging player-space with environmental properties that can be interpreted as a

meaningful whole, furthering the narrative of the game.

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Association of Elements

• A man is tying his shoes• Breaks the lace • Screams and curses • Throws shoe out window • The audience understands that he doesn't really, really hate that shoe

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• Similar to embedding narrative elements in the background of a scene

“Environmental storytelling relies on the player to associate disparate elements, interpreting them as a meaningful whole.”

• Film fails to define this for games because of directed gaze

Association of Elements

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Mold and water

damage

Couch on top

of coffee table!

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Dead Gold Fish - Chain of Events

"Environmental storytelling fundamentally integrates player perception and active problem

solving, which builds investment."

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After The Flood

Notice the

water line.

Is the clockfrozen in

time?

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Interpretation

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Interpretation

• Problem that we didn’t get that?• Designer had intentions, but believes in player interpretation

“Environmental Storytelling invites interpretation of situations and

meaning according to players' views and experience."

See also: Jordan Thomas, "White Space”

Speech given at Teeside University, UK

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Telegraphing

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“Can help the player navigate an area by telegraphing. “

Telegraphing

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Environmental Storytelling

• Relies on the player to associate disparate elements, interpreting them as a meaningful whole.

• Fundamentally integrates player perception and active problem solving, which builds investment.

• Invites interpretation of situations and meaning according to players' views and experience.

• Can help the player navigate an area by telegraphing.

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Why Is This Compelling?

• It’s active; it involves the player

• Player brings his own experience, so the act of interpretation gains personal meaning

• The player is pulling the narrative, which makes it self-paced, less expository

See Jean Piaget!

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Why Is This Compelling?

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Implying a Larger World

"What changes Guard_03 from an abstract obstacle into a person? Did someone get hurt in this alley? What does the innkeeper do with his free time? Answering these questions transforms the game space into a coherent world. Meaningful narrative is inferred by players if you give them cues but leave them the space to imagine."

o Steve Powers, Disney

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Part 02 Summary• Relies on the player to associate disparate elements, interpreting them as a meaningful whole o Interpretation is compelling

• Fundamentally integrates player perception and active problem solvingo Builds investment

• Invites interpretation of situations and meaning according to player's views and experience o The Law of Closure

• Helps the player navigate an area by telegraphing

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Practical Techniques for Environmental Storytelling

Part 3

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Practical Techniques

• Establish a discernible chain of events

• Ensure that event engages the player • Echo the world at large• Create characterization • Minimize disconnects between the player's possible actions and pre-scripted setups

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Chain Of Events

Establish a discernable chain of events!

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Chain of Events

Left 4 DeadWhiteboard

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Puzzle Structures

"Making Your Players Feel Smart: Puzzles As User

Interfaces" (Randy Smith, GDC 2009)

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• Try authoring puzzle structures for your environmental storytelling setups

Puzzle Structures

• When placing pieces of set dressing, figure out how pieces of set dressing connect 

Set DressingPaintbrush!

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Player Opinion

Ensure that event engages the player!

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Player Opinion

Ensure that event engages the player!

ATMs are associated

with moneyReprese

ntSavings

!

Splicers = Social ideals gone wrong

Water to

remind us of

setting

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Player Opinion

Ensure that event engages the player!

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Echoes

"Echo The World At Large" • Key to the ATM example

o "The event reinforces Bioshock's larger theme of societal decay"

 • Without this evocative premise, the storytelling moment wouldn't be nearly as effective

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Echoes

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Backstory + Event

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Echoes• Environmental storytelling moments should draw from the story premise:• Self-reinforcing loop• Premise spawns events, events remind player of premise

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Echoes

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Avoiding Disconnects

 "Minimize disconnects between the player's possible actions and pre-

scripted setups.“

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Avoiding Disconnects

The “Two Lovers”

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Avoiding Disconnects

Can we get on a motorcycle and play Evil Knievel?

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• Do create situations that are clearly outside the player's gameplay domain

•Fallout 3’s lovers are fine: The game doesn’t carry expectations related to cuddling

• Don't create situations we would want to create ourselves! 

•Dead NPCs squashed by doors

Avoiding Disconnects

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Part 3 Summary

•Establish a discernible chain of events •Ensure that event engages the player •Echo the world at large•Create characterization•Minimize disconnects between the player's possible actions and pre-scripted setups

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Systemic Environmental Storytelling

Part 4

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Dynamic History Making

• Dynamic game systems should be involved in the history making of the world:•Environmental storytelling driven by the player, reflecting his agency

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Decals and Breakables

• Decals and breakables tell the visual history of combat o Often seeing the site of a battle again triggers the memory of what happened there

 

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Half-Life DeathmatchNotice

the half-finished smiley

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• Multiplayer games are often circular by nature• Repeatedly expose the player to environmental interactions

• Linear single-player games don’t have this benefit as players rarely revisit areas

Linear/Circular Story-based Games

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• Create geographically circular single-player spaces

•Devise systems that ‘look back’ at earlier areas•Player-placed cameras •Security monitors•"Detective Mode"

Solutions

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Technical Constraints vsDesign Choices

"Of course you have to cache out bodies, debris and decals, due to memory constraints. But remember that's also a design decision. Players get value when they see that their acts are persistent in the world. It's memorable to come back and see your own mess."

(Raphael Colantonio, Arkane Studios)

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Spider--The Secret of Bryce Manor

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Little Sister Vignette

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Animation/Voice AI Behavior: Far Cry 2

• AI characters are used to reflect the player's influence over the environment

• Guards walking patrol routes texting with their cell phones implies a lot about their AI state

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Part 4 Summary• Devise systems that allow players to see their impact on the environment

• Gameflow structures that allow for revisiting spaces

• “Caching out shell casings" is a design decision

• Keep visual history cues consistent between the player and the designer-authored bits

• Aim for player-centric thinking

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Takeaway and Conclusions

Part 5

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Conclusions

Stage player-space with environmental properties that can be interpreted as a

meaningful whole, furthering the narrative of the game.

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Matthias WorchVisceral [email protected]

Harvey SmithArkane Studios

[email protected]

Thanks!

Thanks to…Jordan Thomas,

Robert Wisnewski,

Wright Bagwell

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ResourcesThe Interesting Thing About Bishopshttp://clicknothing.typepad.com/Design/hockingc_GDC04_Bishops.zip

Making Your Players Feel Smart: Puzzles As User Interfaceshttp://www.tigerstylegames.com/Public/RSmith_GDC09_PuzzlesAsUI_ForWeb.ppt

The Imago Effecthttp://www.witchboy.net/articles/the-imago-effect/

Jordan Thomas "White Space"Speech given at Teeside University, UK 

Pearls Before Breakfasthttp://www.washingtonpost.com/wp-dyn/content/article/2007/04/04/AR2007040401721.html

Understanding ComicsScott McCloud

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