Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Motivating Player in Open Worlds

19,665 views

Published on

Published in: Entertainment & Humor
  • Be the first to comment

Motivating Player in Open Worlds

  1. 1. I WANT TO GO TO THEREMotivating Players in Open GamesJoel Burgess, Senior DesignerBethesda Game Studios
  2. 2. Simple QuestionHow do you go about makinglevels for open-world games?
  3. 3. Single Player Multiplayer Level Design
  4. 4. Welcome to My SandboxWHAT ARE OPEN GAMES?
  5. 5. Define“Open”
  6. 6. Player Agency
  7. 7. Why Are We Fascinated? Why Are OpenGames Important?
  8. 8. Tandem Authorship
  9. 9. The Unpredictable Player• Trained to Defy Direction• Will always confound you• Not, actually, a jerk.
  10. 10. Player-Designer Contract• The Player is in Control
  11. 11. Player-Designer Contract• The Player is in Control• Stay Backstage
  12. 12. Player-Designer Contract• The Player is in Control• Stay Backstage• Fulfill Expectations
  13. 13. Player-Designer Contract• The Player is in Control• Stay Backstage• Fulfill Expectations• Player Story > Designer Story
  14. 14. Enabling Player ParticipationCREATING THE FRAMEWORK
  15. 15. Setting Up For Fun
  16. 16. Environmental Techniques
  17. 17. Distant Landmarks
  18. 18. Nearby Landmarks
  19. 19. Point Lookout Video Introduction
  20. 20. Motion in Environment
  21. 21. Prior Knowledge•Roads•Bridges•Signposts•Distant Smoke•Flowing Water•Lit Windows/Fires•Tracks of Vehicles/Creatures
  22. 22. Don’t Forget Audio
  23. 23. Yo dawg, I heard you like goals.WHAT’S OUR GOAL? IT’S GOALS.
  24. 24. Goals & Player Motivation• Aim for the player to always have a goal• Know what goal types your game permits
  25. 25. Goal Types• Explicit Goals• Player Determined Goals• Emergent Goals• Goals of Opportunity• Out-of-Game Goals
  26. 26. Components of a Goal• Perceived Risk/Reward• Commitment• Inherent Interest
  27. 27. Are We Powerless?• No! Provide Interesting Goals For the Widest Possible Range of Player Interests
  28. 28. Knowing is Half the BattleDESIGNING FOR FREEDOM
  29. 29. Deliberate DistractionEntertainment Time
  30. 30. Deliberate Distraction
  31. 31. Deliberate DistractionEntertainment Time
  32. 32. Dealing With Empty Area “Just for Looks”
  33. 33. The Iconic Rope Bridge
  34. 34. Handling for Open Games
  35. 35. Consolation Loot
  36. 36. Considerations for Big WorldsLARGE-SCALE MOTIVATION
  37. 37. Same Problem, New ScopePOI Density
  38. 38. POI Density• POI Options• Time per POI• Your Desired POI Density• Vertical “Chunk” Estimate• Extrapolate Against Time in Schedule
  39. 39. Fallout 3 ExamplesAdding and Cutting (even when it hurt)
  40. 40. Fallout 3 Example: DC Neighborhoods
  41. 41. Thanks For Listeningemail joel@joelburgess.comtwitter @joelburgessfacebook “level design in a day” group

×