Successfully reported this slideshow.

GDC2011 - Motivating Players in Open Worlds

8

Share

Loading in …3
×
1 of 38
1 of 38

GDC2011 - Motivating Players in Open Worlds

8

Share

Download to read offline

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.

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.

More Related Content

GDC2011 - Motivating Players in Open Worlds

  1. 1. I WANT TO GO TO THERE<br />Motivating Players in Open Games<br />Joel Burgess, Senior Designer<br />Bethesda Game Studios<br />
  2. 2. Simple Question<br />How do you go about making levels for open-world games?<br />
  3. 3.
  4. 4. First – What’s Unique?<br />Open-World vs Sandbox<br />One describes world, the other mechanics<br />Both emphasize player choice or player agency<br />
  5. 5. Define “Open”<br />
  6. 6. Player Agency<br />
  7. 7. Why Are We Fascinated?<br />What makes Open games so interesting?<br />Best positioned to fulfill the core promise of videogames<br />Old Hat, but interactivity is what makes our medium special, and interactivity is the focal point of Open Games<br />Why Are Open GamesImportant?<br />
  8. 8. Tandem Authorship<br />
  9. 9. The Unpredictable Player<br />Trained to Defy Direction<br />Will always confound you<br />Not, actually, a jerk.<br />
  10. 10. Player-Designer Contract<br />The Player is in Control<br />
  11. 11. Player-Designer Contract<br />The Player is in Control<br />Stay Backstage<br />
  12. 12. Player-Designer Contract<br />The Player is in Control<br />Stay Backstage<br />Fulfill Expectations<br />
  13. 13. Player-Designer Contract<br />The Player is in Control<br />Stay Backstage<br />Fulfill Expectations<br />Player Story > Designer Story<br />
  14. 14. Setting Up For Fun<br />
  15. 15. Environmental Techniques<br />
  16. 16. Distant Landmarks<br />
  17. 17. Nearby Landmarks<br />
  18. 18. Point Lookout Video Introduction<br />
  19. 19.
  20. 20. Motion in Environment<br />
  21. 21. Prior Knowledge<br />
  22. 22. Don’t Forget Audio<br />
  23. 23.
  24. 24. Goals & Player Motivation<br />Aim for the player to always have a goal<br />
  25. 25. Goal Types<br />Explicit Goals<br />Player Determined Goals<br />Emergent Goals<br />Goals of Opportunity<br />Out-of-Game Goals<br />
  26. 26. Components of a Goal<br />Perceived Risk/Reward<br />Commitment<br />Inherent Interest<br />
  27. 27. Are We Powerless?<br />No! <br />Provide Interesting Goals For the Widest <br />Possible Range of Player Interests<br />
  28. 28. Deliberate Distraction<br />A<br />B<br />Entertainment <br />Yawn…<br />Time<br />
  29. 29. Deliberate Distraction<br />X<br />Z<br />A<br />B<br />Y<br />
  30. 30. Deliberate Distraction<br />A<br />B<br />Y<br />X<br />Entertainment <br />Time<br />
  31. 31. Dealing With Empty Area<br />“Just for Looks”<br />
  32. 32. The Iconic Rope Bridge<br />
  33. 33. Handling for Open Games<br />
  34. 34. The Iconic Rope Bridge<br />Handle Falling<br />Hint: Killboxes Suck<br />Build a Way Out of the Ravine<br />Don’t abandon as Dead Area<br />
  35. 35. Consolation Loot<br />
  36. 36. Same Problem, New Scope<br />POI Density<br />
  37. 37. POI Density<br />POI Options<br />Time per POI<br />Your Desired POI Density<br />Vertical “Chunk” Estimate<br />Extrapolate Against Time in Schedule <br />
  38. 38. Fallout 3 Example: DC Neighborhoods<br />
  39. 39. Fallout 3 Example: The Wasteland<br />
  40. 40.
  41. 41. Thank You<br />

Editor's Notes

  • 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 &amp; 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
  • ×