Slides for my 2011 GDC talk for the Level Design in a Day Tutorial. Largely useless without companion audio or transcript. See www.joelburgess.com for info.
This slide is the premise from the talk – I was stumped by this question.
Because it is too broad and complex, I had to narrow my focus.
We have lots of open games“Open” quality has a long history – all platforms/backgroundsSandbox gets lumped in – SEGUE: Common Ground is Player Agency Emphasis
What makes Open games so interesting?Best positioned to fulfill the core promise of videogamesSEGUE: What does this mean to us as creators?
Player Control is inversely proportional to designer controlTrust & Understanding SEGUE: Designer – Player Relationship
Talk about the core problem of maximizing fun without the player feeling forced into it
Paths, Signage, Signs of Life
Talk about a classic set-up and how it’s used traditionally
Talk about what is needed to bring this sort of scenario up to expectations for Open Games