Motivating Player in Open Worlds

Joel Burgess
Joel BurgessSenior Designer
I WANT TO GO TO THERE
Motivating Players in Open Games
Joel Burgess, Senior Designer
Bethesda Game Studios
Simple Question
How do you go about making
levels for open-world games?
Single Player   Multiplayer

                Level Design
Welcome to My Sandbox

WHAT ARE OPEN GAMES?
Define
“Open”
Motivating Player in Open Worlds
Player Agency
Why Are We Fascinated?

 Why Are Open
Games Important?
Tandem Authorship
The Unpredictable Player
• Trained to Defy Direction

• Will always confound you

• Not, actually, a jerk.
Player-Designer Contract
• The Player is in Control
Player-Designer Contract
• The Player is in Control
• Stay Backstage
Player-Designer Contract
• The Player is in Control
• Stay Backstage
• Fulfill Expectations
Player-Designer Contract
• The Player is in Control
• Stay Backstage
• Fulfill Expectations
• Player Story > Designer Story
Enabling Player Participation

CREATING THE FRAMEWORK
Setting Up For Fun
Environmental Techniques
Distant Landmarks
Motivating Player in Open Worlds
Motivating Player in Open Worlds
Nearby Landmarks
Motivating Player in Open Worlds
Point Lookout Video Introduction
Motivating Player in Open Worlds
Motion in Environment
Prior Knowledge
•Roads
•Bridges
•Signposts
•Distant Smoke
•Flowing Water
•Lit Windows/Fires
•Tracks of Vehicles/Creatures
Don’t Forget Audio
Motivating Player in Open Worlds
Yo dawg, I heard you like goals.

WHAT’S OUR GOAL? IT’S GOALS.
Motivating Player in Open Worlds
Goals & Player Motivation
• Aim for the player to always have a goal
• Know what goal types your game permits
Motivating Player in Open Worlds
Goal Types
•   Explicit Goals
•   Player Determined Goals
•   Emergent Goals
•   Goals of Opportunity
•   Out-of-Game Goals
Components of a Goal
• Perceived Risk/Reward
• Commitment
• Inherent Interest
Are We Powerless?
• No!
    Provide Interesting Goals For the Widest
       Possible Range of Player Interests
Knowing is Half the Battle

DESIGNING FOR FREEDOM
Deliberate Distraction
Entertainment




            Time
Deliberate Distraction
Deliberate Distraction
Entertainment




            Time
Dealing With Empty Area


  “Just for Looks”
The Iconic Rope Bridge
Handling for Open Games
Motivating Player in Open Worlds
Motivating Player in Open Worlds
Consolation
   Loot
Motivating Player in Open Worlds
Considerations for Big Worlds

LARGE-SCALE MOTIVATION
Same Problem, New Scope


POI Density
POI Density
•   POI Options
•   Time per POI
•   Your Desired POI Density
•   Vertical “Chunk” Estimate
•   Extrapolate Against Time in Schedule
Fallout 3 Examples
Adding and Cutting
  (even when it hurt)
Motivating Player in Open Worlds
Fallout 3 Example: DC Neighborhoods
Thanks For Listening
email      joel@joelburgess.com
twitter    @joelburgess
facebook   “level design in a day” group
1 of 53

Recommended

GDC2011 - Motivating Players in Open Worlds by
GDC2011 - Motivating Players in Open WorldsGDC2011 - Motivating Players in Open Worlds
GDC2011 - Motivating Players in Open WorldsJoel Burgess
2.2K views38 slides
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3 by
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Joel Burgess
5K views90 slides
Pursuing elegance by
Pursuing elegancePursuing elegance
Pursuing eleganceJoel Burgess
1.5K views46 slides
Level Design Workshop - GDC China 2012 by
Level Design Workshop - GDC China 2012Level Design Workshop - GDC China 2012
Level Design Workshop - GDC China 2012Joel Burgess
7.7K views297 slides
Level design by
Level designLevel design
Level designmissstevenson01
2.4K views13 slides
Introduction to Level Design by
Introduction to Level DesignIntroduction to Level Design
Introduction to Level DesignRico Lemba
4.9K views32 slides

More Related Content

What's hot

Games design elements by
Games design elementsGames design elements
Games design elementsmissstevenson01
4.6K views10 slides
Making a Game Design Document by
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design DocumentEqual Experts
8.7K views20 slides
GameSalad Weekend Intensive by
GameSalad Weekend Intensive GameSalad Weekend Intensive
GameSalad Weekend Intensive Lynne Watanabe
2.4K views18 slides
LAFS SVI Level 6 - Game Development by
LAFS SVI Level 6 - Game DevelopmentLAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game DevelopmentDavid Mullich
3K views78 slides
Game Development Project Management/Concept by
Game Development Project Management/ConceptGame Development Project Management/Concept
Game Development Project Management/ConceptKevin Duggan
9.3K views26 slides
GAME 3400 Level Design - Introduction by
GAME 3400 Level Design - IntroductionGAME 3400 Level Design - Introduction
GAME 3400 Level Design - IntroductionSeth Sivak
1.3K views37 slides

What's hot(20)

Making a Game Design Document by Equal Experts
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design Document
Equal Experts8.7K views
GameSalad Weekend Intensive by Lynne Watanabe
GameSalad Weekend Intensive GameSalad Weekend Intensive
GameSalad Weekend Intensive
Lynne Watanabe2.4K views
LAFS SVI Level 6 - Game Development by David Mullich
LAFS SVI Level 6 - Game DevelopmentLAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game Development
David Mullich3K views
Game Development Project Management/Concept by Kevin Duggan
Game Development Project Management/ConceptGame Development Project Management/Concept
Game Development Project Management/Concept
Kevin Duggan9.3K views
GAME 3400 Level Design - Introduction by Seth Sivak
GAME 3400 Level Design - IntroductionGAME 3400 Level Design - Introduction
GAME 3400 Level Design - Introduction
Seth Sivak1.3K views
Hybrid Game Development with GameSalad by mirahman
Hybrid Game Development with GameSaladHybrid Game Development with GameSalad
Hybrid Game Development with GameSalad
mirahman1K views
PlayerOne - Seminars Introduction by Luca Galli
PlayerOne - Seminars IntroductionPlayerOne - Seminars Introduction
PlayerOne - Seminars Introduction
Luca Galli797 views
Game AI For the Masses by Luke Dicken
Game AI For the MassesGame AI For the Masses
Game AI For the Masses
Luke Dicken1.8K views
A Brief Game Jam Survival Guide by Luca Galli
A Brief Game Jam Survival GuideA Brief Game Jam Survival Guide
A Brief Game Jam Survival Guide
Luca Galli1.3K views
Game Production Stages - eTohum Game Developers Summit - November 2013 by barisyaman
Game Production Stages - eTohum Game Developers Summit - November 2013 Game Production Stages - eTohum Game Developers Summit - November 2013
Game Production Stages - eTohum Game Developers Summit - November 2013
barisyaman10.7K views
Game development pipeline by GAME Studios
Game development pipelineGame development pipeline
Game development pipeline
GAME Studios1.2K views
Narrative Design Challenges in F2P Games | Ieva Pikutyte by Jessica Tams
Narrative Design Challenges in F2P Games | Ieva PikutyteNarrative Design Challenges in F2P Games | Ieva Pikutyte
Narrative Design Challenges in F2P Games | Ieva Pikutyte
Jessica Tams407 views

Similar to Motivating Player in Open Worlds

Games and Virtual World Camps by
Games and Virtual World CampsGames and Virtual World Camps
Games and Virtual World CampsAline Click
1.3K views31 slides
Horizon Zero Dawn: A Game Design Post-Mortem by
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
5.7K views58 slides
Nature of Games.pptx by
Nature of Games.pptxNature of Games.pptx
Nature of Games.pptxUgurKaplancali
2 views30 slides
mindful xp Video Postmortem by
mindful xp Video Postmortemmindful xp Video Postmortem
mindful xp Video Postmortemmindful xp
859 views59 slides
HOW TO CREATE A GAME DESIGN? by
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?Eva Handriyantini
61 views27 slides
LAFS Game Design 1 - The Player Experience by
LAFS Game Design 1 - The Player ExperienceLAFS Game Design 1 - The Player Experience
LAFS Game Design 1 - The Player ExperienceDavid Mullich
2.5K views47 slides

Similar to Motivating Player in Open Worlds(20)

Games and Virtual World Camps by Aline Click
Games and Virtual World CampsGames and Virtual World Camps
Games and Virtual World Camps
Aline Click1.3K views
Horizon Zero Dawn: A Game Design Post-Mortem by Guerrilla
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
Guerrilla5.7K views
mindful xp Video Postmortem by mindful xp
mindful xp Video Postmortemmindful xp Video Postmortem
mindful xp Video Postmortem
mindful xp859 views
LAFS Game Design 1 - The Player Experience by David Mullich
LAFS Game Design 1 - The Player ExperienceLAFS Game Design 1 - The Player Experience
LAFS Game Design 1 - The Player Experience
David Mullich2.5K views
The #1 Skill for Game Designers and How to Practice It by Roberto Dillon
The #1 Skill for Game Designers and How to Practice ItThe #1 Skill for Game Designers and How to Practice It
The #1 Skill for Game Designers and How to Practice It
Roberto Dillon3K views
Games User Research is for Game Design! by Marina Kobayashi
Games User Research is for Game Design!Games User Research is for Game Design!
Games User Research is for Game Design!
Marina Kobayashi2.1K views
"You Made a Game, Now What?" Week 5: Playtesting best practices by Christopher Totten
"You Made a Game, Now What?" Week 5: Playtesting best practices"You Made a Game, Now What?" Week 5: Playtesting best practices
"You Made a Game, Now What?" Week 5: Playtesting best practices
Christopher Totten225 views
Educational Games Design (STEG10 Keynote) by David Farrell
Educational Games Design (STEG10 Keynote)Educational Games Design (STEG10 Keynote)
Educational Games Design (STEG10 Keynote)
David Farrell993 views
Gfh Game Over by jgeorgal
Gfh Game OverGfh Game Over
Gfh Game Over
jgeorgal983 views
LAFS SVI Level 3 - Game Design and Analysis by David Mullich
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
David Mullich3.6K views
Game Design for Middle School Students by Ethan Levy
Game Design for Middle School StudentsGame Design for Middle School Students
Game Design for Middle School Students
Ethan Levy2.7K views
GDC 2017 Scott Brodie - Hero Generations Mobile Postmortem by Scott Brodie
GDC 2017 Scott Brodie - Hero Generations Mobile PostmortemGDC 2017 Scott Brodie - Hero Generations Mobile Postmortem
GDC 2017 Scott Brodie - Hero Generations Mobile Postmortem
Scott Brodie335 views
Designing games with kodu_game_lab_v1 by KerryJTurner
Designing games with kodu_game_lab_v1Designing games with kodu_game_lab_v1
Designing games with kodu_game_lab_v1
KerryJTurner3.6K views

Recently uploaded

JADOO FLIX by Sagar.pptx by
JADOO FLIX by Sagar.pptxJADOO FLIX by Sagar.pptx
JADOO FLIX by Sagar.pptxgetseokey
6 views14 slides
https://pin.it/1TgD6Uq by
https://pin.it/1TgD6Uqhttps://pin.it/1TgD6Uq
https://pin.it/1TgD6Uqbestoto
5 views1 slide
Free eBook ~ 200 GREAT PUNS.pdf by
Free eBook ~ 200 GREAT PUNS.pdfFree eBook ~ 200 GREAT PUNS.pdf
Free eBook ~ 200 GREAT PUNS.pdfOH TEIK BIN
27 views33 slides
Lyric Presentation.pdf by
Lyric Presentation.pdfLyric Presentation.pdf
Lyric Presentation.pdfally508153
10 views14 slides
Horror reddit story by
Horror reddit storyHorror reddit story
Horror reddit storytyronesmith1582
5 views1 slide
Retail Store Scavenger Hunt.pdf by
Retail Store Scavenger Hunt.pdfRetail Store Scavenger Hunt.pdf
Retail Store Scavenger Hunt.pdfRoxanneReed
43 views10 slides

Recently uploaded(15)

JADOO FLIX by Sagar.pptx by getseokey
JADOO FLIX by Sagar.pptxJADOO FLIX by Sagar.pptx
JADOO FLIX by Sagar.pptx
getseokey6 views
https://pin.it/1TgD6Uq by bestoto
https://pin.it/1TgD6Uqhttps://pin.it/1TgD6Uq
https://pin.it/1TgD6Uq
bestoto5 views
Free eBook ~ 200 GREAT PUNS.pdf by OH TEIK BIN
Free eBook ~ 200 GREAT PUNS.pdfFree eBook ~ 200 GREAT PUNS.pdf
Free eBook ~ 200 GREAT PUNS.pdf
OH TEIK BIN27 views
Lyric Presentation.pdf by ally508153
Lyric Presentation.pdfLyric Presentation.pdf
Lyric Presentation.pdf
ally50815310 views
Retail Store Scavenger Hunt.pdf by RoxanneReed
Retail Store Scavenger Hunt.pdfRetail Store Scavenger Hunt.pdf
Retail Store Scavenger Hunt.pdf
RoxanneReed43 views
What Makes an Excellent Short Film by Hampton Luzak
What Makes an Excellent Short FilmWhat Makes an Excellent Short Film
What Makes an Excellent Short Film
Hampton Luzak5 views
Scratches in the Attic - Script.pdf by ColbyHoltman
Scratches in the Attic - Script.pdfScratches in the Attic - Script.pdf
Scratches in the Attic - Script.pdf
ColbyHoltman6 views
Perfect Wedding Hub Magazine Nov Edition by rakhiraajan
Perfect Wedding Hub Magazine Nov EditionPerfect Wedding Hub Magazine Nov Edition
Perfect Wedding Hub Magazine Nov Edition
rakhiraajan10 views
BOOTS PUT FOR SANTA by Judy 1028
BOOTS PUT FOR SANTABOOTS PUT FOR SANTA
BOOTS PUT FOR SANTA
Judy 102810 views
LETTERS TO SANTA CLAUS by Judy 1028
LETTERS TO SANTA CLAUSLETTERS TO SANTA CLAUS
LETTERS TO SANTA CLAUS
Judy 102812 views
Maria Gjieli.pdf by get joys
Maria Gjieli.pdfMaria Gjieli.pdf
Maria Gjieli.pdf
get joys18 views

Motivating Player in Open Worlds

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. 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
  5. What makes Open games so interesting?Best positioned to fulfill the core promise of videogamesSEGUE: What does this mean to us as creators?
  6. Player Control is inversely proportional to designer controlTrust & Understanding SEGUE: Designer – Player Relationship
  7. Talk about the core problem of maximizing fun without the player feeling forced into it
  8. Paths, Signage, Signs of Life
  9. Talk about a classic set-up and how it’s used traditionally
  10. Talk about what is needed to bring this sort of scenario up to expectations for Open Games