Empowering the Player in a Story-rich Environment

Preview:

DESCRIPTION

Empowering the Player in a Story-rich Environment. Game Design Philosophy. Co-directing. INTRO. Raf , Harvey, Arkane Studios Co-creative Direction Something new for us; challenging Combined Strength, Reduced Weakness Dishonored A sub-genre we truly love - PowerPoint PPT Presentation

Citation preview

Co-directing

Empowering the Playerin a Story-rich Environment

Game Design Philosophy

INTRO Raf, Harvey, Arkane Studios Co-creative Direction

Something new for us; challenging

Combined Strength, Reduced Weakness

Dishonored A sub-genre we truly love

Branching Story + Simulation = Player Improvisation

An ongoing creative pursuit

Dishonored is a blend of… Rules-based Simulation

Scripting

Randomization of Goals/Targets

Nonlinear Mission Environments

Chokepoints

Branching Storyline

…in service of enabling player improvisation in a story-rich environment

This involves balancing player creativity vs narrative constraint

Guiding and Attracting Instead of Dictating the Player’s Path

Enabling Pull-based Narrative Instead of push-based, forcing story and canned cinematics

Finding Ways to Give the Player Freedom Player has direction and a plan; Avoiding “drunk walking”

Player-driven Pace

Balancing Player Creativity vs Narrative Constraint

We Allow Multiple Play Styles

Optional Goals Alternate Outcomes; Side Missions

Overload the Environment w/ Info Pull-based Narrative (+ Environmental Storytelling)

Multiple Expressions of Morality: Kill or Let Live

Reward For Getting There; Not How Player Got There

General Purpose Systems

Nonlinear Environmental Space (Play-path Matrix)

Balancing Player Creativity vs Narrative Constraint

Empowering the Player in a Story-rich Environment Overview

General Purpose Systems

The Play-path Matrix

Summary

Today’s Talk

GENERAL PURPOSESYSTEMS

GENERAL PURPOSE SYSTEMS What We Mean

Entities influence each other through an input/output system Door/Enemy Grenade Example

Game mechanics that “listen” to each other …in a general way; we don’t think about each potential interaction in advance

But this is also a game design value Summon Rats: AI Targeted Version

Summon Rats: Summoned in the World Version

GENERAL PURPOSE SYSTEMS Special Case Input/Output

GENERAL PURPOSE SYSTEMS Property-based Input/Output

GENERAL PURPOSE SYSTEMS The Benefits

Systems Resolve Situations Unplanned By Designer New Player Tactics Emerge; Unique Pay-off Moments

Players Feel Ownership Of The Experience

Consistency Fewer Arbitrary Moments

GENERAL PURPOSE SYSTEMS The Downsides

Non-dramatic moments

Some players are lost

Players are responsible for creating fun

The “stew” requires enough entities w/ relationships

Breakage/bugs

GENERAL PURPOSE SYSTEMS Our Process

Process 1) Plan General Purpose Rules

2) Implement

3) PLAY for a while

4) Add Specific Rules

Put features in place in the context of the game and let the systems live together for a while, even if they feel unfinished

Add Specific Rules Later Support Interesting Interactions: Possession Fall

Fix Critical Bugs: Wall of Light Exploit

GENERAL PURPOSE SYSTEMS Our Process – Additional Tips

Avoid Excessive Map Markup Climbing Example

Design Entities with Multiple Input/Output Relationships Rat Swarm + Guards

Rat Swarm + Corpses

Rat Swarm + Possession

Rat Swarm + Rat Tunnels

Rat Swarm + Escape Combat

GENERAL PURPOSE SYSTEMS What Players Can Do

Amazing player puts together general purpose mechanics in an improv way:

https://www.youtube.com/watch?v=_eqOMI8_txw

THE PLAY-PATH MATRIX

THE PLAY-PATH MATRIX

Another way of talking about nonlinear mission environments

THE PLAY-PATH MATRIXWhat We Mean

Multiple Gameplay Tools or Approaches Stealth or combat, lethal or nonlethal, ranged, Possession, Blink, Bend Time,

hacking security device, slow or sprinting, pick-pocketing the key

Complemented by Multiple Adjacent Pathways Front door, rooftop, back alley, window, waterway underneath

Together these make an interesting possibility space

THE PLAY-PATH MATRIXThe Benefits

At any given time, the player can make choices Which differentiated tool to use

The tactical approach

How to interpret the situation morally

Which pathway to take

The benefit is that the player owns more of the experience

THE PLAY-PATH MATRIXOur Process

Support Key Play Styles Everywhere, Constantly

Not on discrete tracks

Not predictably Don’t put an apple in each dumpster

Break the patterns

THE PLAY-PATH MATRIXOur Process

Randomized Goals or Mission Objectives The player owns the experience

Replay is possible, more likely

Level designers and artists cannot “over script”

Examples Lady Boyle’s Last Party

The Pendleton Twins at the Golden Cat

THE PLAY-PATH MATRIXOur Process

Leave Enough Space for Player-driven Goals

A range of outcomes… Ghosting Vs Imperfect Stealth Vs Messy

Murderous Vs Nonlethal

Slow-pace Vs Fast

Story Absorption Vs Action

Example – The Heart Leads Players To Bone Charms and Runes

And Thus Optional, Off-path Areas

Also Factors Into Player Attitude/Morality

Additional Story

SUMMARY

SUMMARY We strongly believe in…

Guiding players instead of dictating General Purpose Systems

Tools and Entities that can be used creatively

The Play-Path Matrix Multiple pathways complemented by player tools

A dynamic story, derived from the player’s actions This is an interactive form of drama

“Anything could happen”

Traditional story elements are there to give narrative context

SUMMARYOur Goals

Players can play creatively Example: Jump + Blink Example: Possession + Falling

SUMMARYOur Goals

Putting it all together Balance of Scripting vs General Purpose Systems The Lord Regent in Dunwall Tower

SUMMARY

Thanks for Your Time

Questions?

Recommended