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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”
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
Nearby Landmarks
Point Lookout Video Introduction
Motion in Environment
Prior Knowledge
•Roads
•Bridges
•Signposts
•Distant Smoke
•Flowing Water
•Lit Windows/Fires
•Tracks of Vehicles/Creatures
Don’t Forget Audio
Yo dawg, I heard you like goals.

WHAT’S OUR GOAL? IT’S GOALS.
Goals & Player Motivation
• Aim for the player to always have a goal
• Know what goal types your game permits
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
Consolation
   Loot
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)
Fallout 3 Example: DC Neighborhoods
Thanks For Listening
email      joel@joelburgess.com
twitter    @joelburgess
facebook   “level design in a day” group

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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