GDC2011 - Motivating Players in Open Worlds

Joel Burgess
Joel BurgessSenior Designer
I WANT TO GO TO THERE,[object Object],Motivating Players in Open Games,[object Object],Joel Burgess, Senior Designer,[object Object],Bethesda Game Studios,[object Object]
Simple Question,[object Object],How do you go about making levels for open-world games?,[object Object]
GDC2011 - Motivating Players in Open Worlds
First – What’s Unique?,[object Object],Open-World vs Sandbox,[object Object],One describes world, the other mechanics,[object Object],Both emphasize player choice or player agency,[object Object]
Define “Open”,[object Object]
Player Agency,[object Object]
Why Are We Fascinated?,[object Object],What makes Open games so interesting?,[object Object],Best positioned to fulfill the core promise of videogames,[object Object],Old Hat, but interactivity is what makes our medium special, and interactivity is the focal point of Open Games,[object Object],Why Are Open GamesImportant?,[object Object]
Tandem Authorship,[object Object]
The Unpredictable Player,[object Object],Trained to Defy Direction,[object Object],Will always confound you,[object Object],Not, actually, a jerk.,[object Object]
Player-Designer Contract,[object Object],The Player is in Control,[object Object]
Player-Designer Contract,[object Object],The Player is in Control,[object Object],Stay Backstage,[object Object]
Player-Designer Contract,[object Object],The Player is in Control,[object Object],Stay Backstage,[object Object],Fulfill Expectations,[object Object]
Player-Designer Contract,[object Object],The Player is in Control,[object Object],Stay Backstage,[object Object],Fulfill Expectations,[object Object],Player Story > Designer Story,[object Object]
Setting Up For Fun,[object Object]
Environmental Techniques,[object Object]
Distant Landmarks,[object Object]
Nearby Landmarks,[object Object]
Point Lookout Video Introduction,[object Object]
GDC2011 - Motivating Players in Open Worlds
Motion in Environment,[object Object]
Prior Knowledge,[object Object]
Don’t Forget Audio,[object Object]
GDC2011 - Motivating Players in Open Worlds
Goals & Player Motivation,[object Object],Aim for the player to always have a goal,[object Object]
Goal Types,[object Object],Explicit Goals,[object Object],Player Determined Goals,[object Object],Emergent Goals,[object Object],Goals of Opportunity,[object Object],Out-of-Game Goals,[object Object]
Components of a Goal,[object Object],Perceived Risk/Reward,[object Object],Commitment,[object Object],Inherent Interest,[object Object]
Are We Powerless?,[object Object],No! ,[object Object],Provide Interesting Goals For the Widest ,[object Object],Possible Range of Player Interests,[object Object]
Deliberate Distraction,[object Object],A,[object Object],B,[object Object],Entertainment ,[object Object],Yawn…,[object Object],Time,[object Object]
Deliberate Distraction,[object Object],X,[object Object],Z,[object Object],A,[object Object],B,[object Object],Y,[object Object]
Deliberate Distraction,[object Object],A,[object Object],B,[object Object],Y,[object Object],X,[object Object],Entertainment ,[object Object],Time,[object Object]
Dealing With Empty Area,[object Object],“Just for Looks”,[object Object]
The Iconic Rope Bridge,[object Object]
Handling for Open Games,[object Object]
The  Iconic Rope Bridge,[object Object],Handle Falling,[object Object],Hint: Killboxes Suck,[object Object],Build a Way Out of the Ravine,[object Object],Don’t abandon as Dead Area,[object Object]
Consolation Loot,[object Object]
Same Problem, New Scope,[object Object],POI Density,[object Object]
POI Density,[object Object],POI Options,[object Object],Time per POI,[object Object],Your Desired POI Density,[object Object],Vertical “Chunk” Estimate,[object Object],Extrapolate Against Time in Schedule ,[object Object]
Fallout 3 Example: DC Neighborhoods,[object Object]
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GDC2011 - Motivating Players in Open Worlds

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Editor's Notes

  1. This slide is the premise from the talk – I was stumped by this question.
  2. Because it is too broad and complex, I had to narrow my focus.
  3. 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
  4. What makes Open games so interesting?Best positioned to fulfill the core promise of videogamesSEGUE: What does this mean to us as creators?
  5. Player Control is inversely proportional to designer controlTrust & Understanding SEGUE: Designer – Player Relationship
  6. Talk about the core problem of maximizing fun without the player feeling forced into it
  7. Paths, Signage, Signs of Life
  8. Talk about a classic set-up and how it’s used traditionally
  9. Talk about what is needed to bring this sort of scenario up to expectations for Open Games