1 / 29

Empowering the Player in a Story-rich Environment

Empowering the Player in a Story-rich Environment. Game Design Philosophy. Co-directing. INTRO. Raf , Harvey, Arkane Studios Co-creative Direction Something new for us; challenging Combined Strength, Reduced Weakness Dishonored A sub-genre we truly love

Download Presentation

Empowering the Player in a Story-rich Environment

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Empowering the Playerin a Story-rich Environment Game Design Philosophy Co-directing

  2. INTRO • Raf, Harvey, Arkane Studios • Co-creative Direction • Something new for us; challenging • Combined Strength, Reduced Weakness • Dishonored • A sub-genre we truly love • Branching Story + Simulation = Player Improvisation • An ongoing creative pursuit

  3. Dishonored is a blend of… • Rules-based Simulation • Scripting • Randomization of Goals/Targets • Nonlinear Mission Environments • Chokepoints • Branching Storyline • …in service of enabling player improvisation in a story-rich environment • This involves balancing player creativity vs narrative constraint

  4. Balancing Player Creativity vsNarrative Constraint • Guiding and Attracting • Instead of Dictating the Player’s Path • Enabling Pull-based Narrative • Instead of push-based, forcing story and canned cinematics • Finding Ways to Give the Player Freedom • Player has direction and a plan; Avoiding “drunk walking” • Player-driven Pace

  5. Balancing Player Creativity vsNarrative Constraint • We Allow Multiple Play Styles • Optional Goals • Alternate Outcomes; Side Missions • Overload the Environment w/ Info • Pull-based Narrative (+ Environmental Storytelling) • Multiple Expressions of Morality: Kill or Let Live • Reward For Getting There; Not How Player Got There • General Purpose Systems • Nonlinear Environmental Space (Play-path Matrix)

  6. Today’s Talk • Empowering the Player in a Story-rich Environment • Overview • General Purpose Systems • The Play-path Matrix • Summary

  7. GENERAL PURPOSESYSTEMS

  8. GENERAL PURPOSE SYSTEMS What We Mean • Entities influence each other through an input/output system • Door/Enemy Grenade Example • Game mechanics that “listen” to each other • …in a general way; we don’t think about each potential interaction in advance • But this is also a game design value • Summon Rats: AI Targeted Version • Summon Rats: Summoned in the World Version

  9. GENERAL PURPOSE SYSTEMS Special Case Input/Output

  10. GENERAL PURPOSE SYSTEMS Property-based Input/Output

  11. GENERAL PURPOSE SYSTEMS The Benefits • Systems Resolve Situations Unplanned By Designer • New Player Tactics Emerge; Unique Pay-off Moments • Players Feel Ownership Of The Experience • Consistency • Fewer Arbitrary Moments

  12. GENERAL PURPOSE SYSTEMS The Downsides • Non-dramatic moments • Some players are lost • Players are responsible for creating fun • The “stew” requires enough entities w/ relationships • Breakage/bugs

  13. GENERAL PURPOSE SYSTEMS Our Process • Process • 1) Plan General Purpose Rules • 2) Implement • 3) PLAY for a while • 4) Add Specific Rules • Put features in place in the context of the game and let the systems live together for a while, even if they feel unfinished • Add Specific Rules Later • Support Interesting Interactions: Possession Fall • Fix Critical Bugs: Wall of Light Exploit

  14. GENERAL PURPOSE SYSTEMS Our Process – Additional Tips • Avoid Excessive Map Markup • Climbing Example • Design Entities with Multiple Input/Output Relationships • Rat Swarm + Guards • Rat Swarm + Corpses • Rat Swarm + Possession • Rat Swarm + Rat Tunnels • Rat Swarm + Escape Combat

  15. GENERAL PURPOSE SYSTEMS What Players Can Do • Amazing player puts together general purpose mechanics in an improv way: • https://www.youtube.com/watch?v=_eqOMI8_txw

  16. THE PLAY-PATH MATRIX

  17. THE PLAY-PATH MATRIX • Another way of talking about nonlinear mission environments

  18. THE PLAY-PATH MATRIXWhat We Mean • Multiple Gameplay Tools or Approaches • Stealth or combat, lethal or nonlethal, ranged, Possession, Blink, Bend Time, hacking security device, slow or sprinting, pick-pocketing the key • Complemented by Multiple Adjacent Pathways • Front door, rooftop, back alley, window, waterway underneath • Together these make an interesting possibility space

  19. THE PLAY-PATH MATRIXThe Benefits • At any given time, the player can make choices • Which differentiated tool to use • The tactical approach • How to interpret the situation morally • Which pathway to take • The benefit is that the player owns more of the experience

  20. THE PLAY-PATH MATRIXOur Process • Support Key Play Styles • Everywhere, Constantly • Not on discrete tracks • Not predictably • Don’t put an apple in each dumpster • Break the patterns

  21. THE PLAY-PATH MATRIXOur Process • Randomized Goals or Mission Objectives • The player owns the experience • Replay is possible, more likely • Level designers and artists cannot “over script” • Examples • Lady Boyle’s Last Party • The Pendleton Twins at the Golden Cat

  22. THE PLAY-PATH MATRIXOur Process • Leave Enough Space for Player-driven Goals • A range of outcomes… • Ghosting Vs Imperfect Stealth Vs Messy • Murderous Vs Nonlethal • Slow-pace Vs Fast • Story Absorption Vs Action • Example – The Heart • Leads Players To Bone Charms and Runes • And Thus Optional, Off-path Areas • Also Factors Into Player Attitude/Morality • Additional Story

  23. SUMMARY

  24. SUMMARY • We strongly believe in… • Guiding players instead of dictating • General Purpose Systems • Tools and Entities that can be used creatively • The Play-Path Matrix • Multiple pathways complemented by player tools

  25. SUMMARYOur Goals • A dynamic story, derived from the player’s actions • This is an interactive form of drama • “Anything could happen” • Traditional story elements are there to give narrative context

  26. SUMMARYOur Goals • Players can play creatively • Example: Jump + Blink • Example: Possession + Falling

  27. SUMMARY • Putting it all together • Balance of Scripting vs General Purpose Systems • The Lord Regent in Dunwall Tower

  28. Thanks for Your Time Questions?

More Related