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An Approach to Holistic Level Design — Transcript

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  1. 0:00[Music]
  2. 0:06okay I think I'm going to get started
  3. 0:08soon
  4. 0:10um uh hello everyone I'm Steve Lee uh
  5. 0:13this talk is called an approach to
  6. 0:14holistic level design um before I get
  7. 0:17started I'd like to remind everyone to
  8. 0:19turn off your phones and and make sure
  9. 0:20you fill in your review forms after the
  10. 0:22talk um especially if you stayed in from
  11. 0:25the last talk I think you need to uh
  12. 0:27leave the room and and make sure you uh
  13. 0:30at the end of The Talk this is make sure
  14. 0:32you get scanned so that you can receive
  15. 0:34the notification to review the talk
  16. 0:37finally if uh we're looking fairly
  17. 0:39forward but if in general it's cool if
  18. 0:40you can sit closer to the middle so it's
  19. 0:42easier for people to sit down if they
  20. 0:43enter during the talk and uh also yeah
  21. 0:48there's no filming allowed after like
  22. 0:50the first 5 minutes of the talk I've
  23. 0:51been
  24. 0:53told okay um so a little about a little
  25. 0:56bit about me I've been a level designer
  26. 0:57in the industry for about 10 years now
  27. 1:00shipping these four games uh the first
  28. 1:03one in the list is a an open world
  29. 1:05action driving game uh but since then
  30. 1:07I've kind of deliberately made Moves
  31. 1:08towards uh firstperson games and uh
  32. 1:11games with an increasingly kind of
  33. 1:13holistic approach to level design uh in
  34. 1:15terms of how I see it um that satisfy a
  35. 1:18particular set of values and
  36. 1:20particularly the last two uh Bioshock
  37. 1:22and especially this h two um which are
  38. 1:25games that belong to the Sha known as
  39. 1:26immersive Sims which I I'll touch on a
  40. 1:28lot I'll kind of uh yeah discuss a lot
  41. 1:30of ideas kind of connected to that
  42. 1:34genre um so one thing to bear in mind is
  43. 1:36that while I hope the ideas I talk about
  44. 1:38in this uh presentation are kind of
  45. 1:40relevant to many kinds of games um I
  46. 1:43should say that these three games are
  47. 1:44three of my favorites of all time and
  48. 1:46they kind of uh you know this talk is
  49. 1:48very much informed by their
  50. 1:51sensibilities okay so what do I mean by
  51. 1:53holistic level design uh the dictionary
  52. 1:55says uh you know it it will talk about
  53. 1:58how holistic thinking is generally about
  54. 2:00seeing everything every part of a design
  55. 2:02in terms of how it affects the whole and
  56. 2:04how the whole can be much greater than
  57. 2:06the sum of its
  58. 2:07parts uh my favorite summary of this
  59. 2:09idea is is a quote from this great book
  60. 2:11called 101 things I learned at
  61. 2:13architecture school which isn't a level
  62. 2:15design book but I recommend it to all
  63. 2:18level designers it's got a lot of stuff
  64. 2:19that's very that has very strong
  65. 2:20parallels to the uh the creative process
  66. 2:23and that kind of thing um the quote is
  67. 2:25about the nature of beauty and it goes
  68. 2:27like this uh beauty is due more to the
  69. 2:30harmonious relationships among the
  70. 2:31elements of a composition than to the
  71. 2:33elements themselves and needless to say
  72. 2:36I think this is often very true of level
  73. 2:39design um so speaking of the elements of
  74. 2:42a composition these are the three
  75. 2:43elements I'm going to talk about um in
  76. 2:45games which are well refer to which are
  77. 2:48presentation gameplay and story if you
  78. 2:51just kind of categorize the all the
  79. 2:53different parts of games into these
  80. 2:54three main pillars and note here that by
  81. 2:57presentation I generally mean all the
  82. 2:59kind of audio visual output of the game
  83. 3:01and uh so like graphics and sound and
  84. 3:04everything the player sees but also like
  85. 3:06text and stuff like that and I'll get
  86. 3:07into a while
  87. 3:08later um now these B big three elements
  88. 3:11kind of are all you know very important
  89. 3:13in their own right all deserving of like
  90. 3:14talks dedicated each of them but uh this
  91. 3:17talk is specifically about how
  92. 3:18everything works together so I'm going
  93. 3:20to focus on topics that emerge from the
  94. 3:22relationships between these things
  95. 3:24instead of the things themselves so to
  96. 3:27explain what I mean by this um between
  97. 3:29these of gameplay and presentation I'm
  98. 3:31going to talk about these concepts of
  99. 3:33affordances and
  100. 3:35intentionality between uh the way we
  101. 3:38present things in story emerges this
  102. 3:40idea we refer to as World
  103. 3:42building and finally uh between gam
  104. 3:45playay and story you know emerges this
  105. 3:47idea of interactive narrative and all
  106. 3:49that kind of thing so uh yeah so this is
  107. 3:53a talk to kind of highlight and
  108. 3:54summarize these things and give a few
  109. 3:55tips on what we can do to apply them in
  110. 3:57our level
  111. 3:58design so first up uh affordance is an
  112. 4:02intentionality two concepts which emerge
  113. 4:04from this relationship between gameplay
  114. 4:06and the way we present things I'm going
  115. 4:08to talk about affordances first and then
  116. 4:09use that to lead into the concept of
  117. 4:11intentionality because they're very
  118. 4:12strongly uh
  119. 4:14connected so affordances is this term
  120. 4:17that is generally considered to come
  121. 4:18from the world of industrial design a
  122. 4:21great book to read about this is uh this
  123. 4:23one the Design of Everyday Things by Don
  124. 4:26Norman and a classic example of
  125. 4:29affordances in ction is the design of
  126. 4:30door handles um so if you look at this
  127. 4:32photo you can see two doors and uh the
  128. 4:35one on the left should be pushed the one
  129. 4:36on the right should be pulled and uh the
  130. 4:38problem here is that the uh the handles
  131. 4:40for both of these doors look the same
  132. 4:42and also they both look like they should
  133. 4:44be pulled so you can imagine how um you
  134. 4:46know people will approach the door on
  135. 4:48the left and intuitively pull it instead
  136. 4:50of pushing it and look like a bit of a
  137. 4:52fool um so here we can say that the
  138. 4:54affordances of these door handles on the
  139. 4:56left are very poorly designed because
  140. 4:57they're misleading
  141. 5:00um by contrast here are some much better
  142. 5:02door handles where the the push panel on
  143. 5:04the left clearly affords uh P being
  144. 5:06pushed in a way that kind of contrasts
  145. 5:09with the one that should be
  146. 5:10pulled and indeed the in this case uh
  147. 5:13the affordances are so clear and strong
  148. 5:15that you could remove the text from
  149. 5:16these these door handles and use them
  150. 5:18anywhere you know in any country and
  151. 5:20people would just intuitively use them
  152. 5:21correctly and that's the kind of goal of
  153. 5:23affordances is that you you know it's
  154. 5:26about communicating how things work
  155. 5:28intuitively and we can talk about this
  156. 5:30as form conveying function to use kind
  157. 5:32of industrial design
  158. 5:33lingo and designing affordance as well
  159. 5:36is a crucial part of Designing anything
  160. 5:37that is used by people um and of course
  161. 5:40this includes games and level
  162. 5:42design uh so what kind of affordances
  163. 5:44are we talking about when it comes to
  164. 5:45level
  165. 5:46design uh this is a screenshot from an
  166. 5:48early mission in dishonor 2 um edge of
  167. 5:51the world uh not my mission I'll talk
  168. 5:52about mine later but um you know so in a
  169. 5:55fully realized kind of immersive 3D game
  170. 5:57like Dishonored the most obvious
  171. 5:59importance is is in in first person
  172. 6:01level design in particular a visual and
  173. 6:03they're conveyed through things like
  174. 6:05layout and lighting and all this kind of
  175. 6:06stuff all relative to the players's view
  176. 6:08as they move through the environment so
  177. 6:11you know some of the main importances
  178. 6:12we're talking about are like the
  179. 6:14presentation of the players navigation
  180. 6:16options in relation to their goals and
  181. 6:18their obstacles and we you know we
  182. 6:20design layouts partly to present options
  183. 6:22to the player about where they can go
  184. 6:24and what they can do and in the case of
  185. 6:25Dishonored we we deliberately add a lot
  186. 6:27of verticality to allow the play is to
  187. 6:29reach higher viewpoints which you know
  188. 6:32afford a great a much better view of uh
  189. 6:34the
  190. 6:36situation um finally within that layout
  191. 6:38we have like you know a bunch of
  192. 6:39specific interactive objects that we add
  193. 6:41um that afford particular gameplay
  194. 6:44opportunities you know these can be
  195. 6:45bottles that could the player could pick
  196. 6:47up and throw to distract guards or doors
  197. 6:49that we encourage sneaky players to peek
  198. 6:52through the key holes and that kind of
  199. 6:53thing to spy on people in this
  200. 6:56screenshot we have a street speaker
  201. 6:57that's hanging above the streets and
  202. 6:59that the player um can shoot down to
  203. 7:01distract uh guards and that kind of
  204. 7:03thing and we also employ this rule that
  205. 7:05every wall of Light which is the
  206. 7:07obstacle in the far end of the
  207. 7:08screenshot um every wall of light is
  208. 7:11connected by a cable to its power source
  209. 7:14and so it affords following that cable
  210. 7:17and uh using a panel you know reaching
  211. 7:19the power panel to uh disable the wall
  212. 7:22of
  213. 7:23light and uh I mentioned that every wall
  214. 7:25of light follows the rule because uh
  215. 7:27it's important that these kind of
  216. 7:28lowlevel gaml affordances uh like this
  217. 7:31are all consistent uh for example it's
  218. 7:34it's important that we're very clear
  219. 7:35about you know all kind of lowlevel
  220. 7:37interactions like whether a door is
  221. 7:38interactive or not uh or whe whether
  222. 7:41this glass can be broken or not and that
  223. 7:42kind of thing and this this screenshot
  224. 7:45here is above is about how um at Arcane
  225. 7:48it's it's forbidden to use the same
  226. 7:49measures for a non-interactive door as
  227. 7:51an interactive one because you know we
  228. 7:54we really want to make it clear so that
  229. 7:55players don't just kind of only find out
  230. 7:57that it's a non-interactive one when
  231. 7:59they've walked up to it um and you know
  232. 8:01when they try to use it so we tried to
  233. 8:03establish a very clear visual language
  234. 8:05like non-interactive dos being
  235. 8:07physically blocked by things that are
  236. 8:08always used in this in this world in
  237. 8:11this district and you know and on a
  238. 8:14higher level the the fiction of the
  239. 8:15world like like Dunwall and Cana it
  240. 8:18there you know there's a reason why
  241. 8:19there's there's always kind of disease
  242. 8:21and stuff like that because it justifies
  243. 8:23buildings being abandoned and closed
  244. 8:24down and and kind of justifies these
  245. 8:27level design requirements that you know
  246. 8:28we don't we can't have every door be
  247. 8:30interactive
  248. 8:31right um so yeah we Tred to establish a
  249. 8:33clear visual language and then stick to
  250. 8:35it so players can learn uh consistently
  251. 8:37about how things work and then act with
  252. 8:39those with that
  253. 8:41information um as well as those kind of
  254. 8:43low level affordances uh there are lots
  255. 8:45of kind of broader higher level ones to
  256. 8:47consider too U such as commun
  257. 8:50communicating to the player how broad
  258. 8:51the possibility space and how much
  259. 8:52agency they have you know there's
  260. 8:55there's no there's no use in kind of
  261. 8:57Designing a big uh complex level for of
  262. 8:59different stuff if players don't realize
  263. 9:01that it's non non lineer while they play
  264. 9:05so uh this is a screenshot of the Dust
  265. 9:06District which is my mission intoa 2 and
  266. 9:09I I worked on this with level architect
  267. 9:11Kristoff lefor uh we knew that the the
  268. 9:14the mission kind of fundamentally
  269. 9:15revolved around two factions and a
  270. 9:17choice about helping one over the other
  271. 9:20so one of the first things we talked
  272. 9:21about was reflecting this in the layout
  273. 9:23at a high level and uh presenting the
  274. 9:25two factions at a very clear Junction
  275. 9:27and hopefully this this kind of not only
  276. 9:29makes it very clear that there's a big
  277. 9:31choice to make and that it's a
  278. 9:32fundamental part of this Mission but
  279. 9:34also you know we hope that it allows the
  280. 9:36player to look at the layout from this
  281. 9:38perspective and uh kind of visualize and
  282. 9:40intuitively understand how different
  283. 9:43this Mission can be based on their
  284. 9:46choice um another heavy lifter when it
  285. 9:48came to high level affordances and
  286. 9:50exposing the size of the possibility
  287. 9:52space and that kind of thing uh was the
  288. 9:54briefing with Megan near the start of
  289. 9:55the mission and uh the task updates that
  290. 9:57come afterwards um at the end of the day
  291. 10:00the the dust district is quite a busy
  292. 10:01Mission with a a lot of stuff in it that
  293. 10:03we that we could potentially talk to the
  294. 10:04player about and you know let them
  295. 10:06understand but in the end we we kind of
  296. 10:09we were very deliberate about which
  297. 10:11information we convey to the player and
  298. 10:12which stuff we kind of hint at in a
  299. 10:13vague way and which information we just
  300. 10:15don't give the player at all so in one
  301. 10:18category you know there's this there's
  302. 10:19the crucial stuff about the mission that
  303. 10:20the player needs to know like you know
  304. 10:22there's two factions uh this this is the
  305. 10:24choice you can make and we you know we
  306. 10:26want to be explicit about the fact that
  307. 10:28it will change the the future of Cara
  308. 10:30and you know change the endings and that
  309. 10:31kind of thing um in kind of the second
  310. 10:34second category is stuff that we we talk
  311. 10:36about in vague terms and hint at um kind
  312. 10:39of you know such as the the fact that
  313. 10:40you can find a solution to the Ginos
  314. 10:42loock which is the thing you need to
  315. 10:43open to progress to the to the next
  316. 10:45mission you can find a solution without
  317. 10:47helping the factions in fact if you find
  318. 10:49out how and we just tell the player that
  319. 10:51that solution exists but we don't tell
  320. 10:53them where it is or even what it is and
  321. 10:55we leave that to players who want to
  322. 10:56explore and finally we have a bunch of
  323. 10:59stuff about the mission which we
  324. 11:00deliberately don't talk to players about
  325. 11:02at all you know things like um the fact
  326. 11:04that you can find corvo's old home in
  327. 11:06this Mission um and things like that but
  328. 11:10also uh there's this huge thing which is
  329. 11:13that you know you can skip the entire
  330. 11:15Mission by solving the gindos lock on
  331. 11:16your own and it was important to us that
  332. 11:19we didn't tell the player about this at
  333. 11:21all we we actually um kind of iterated
  334. 11:23on the dialogue in the briefing and uh
  335. 11:26you know kind of tuned the the text and
  336. 11:27the task updates to make it well sorry
  337. 11:30the uh information for the objectives
  338. 11:32and stuff we deliberately triy to Hype
  339. 11:34it up as something that is really like
  340. 11:36nobody's done it like nobody in kaker
  341. 11:38has ever solved this puzzle um to kind
  342. 11:40of you know make it seem like this big
  343. 11:41thing that is like this um impossible
  344. 11:45obstacle you know um but then at the
  345. 11:47same time we we want we positioned it
  346. 11:49near the start of the mission so players
  347. 11:51would find it on their own and Discover
  348. 11:52it on their own um so like it was
  349. 11:56important to us that we just didn't talk
  350. 11:57to the player about this at all and let
  351. 11:59them Discover it on their own so if
  352. 12:01you're making nonlinear levels it's
  353. 12:03really worth thinking about how and how
  354. 12:04much you choose to be explicit about the
  355. 12:06size and the content of the levels
  356. 12:08possibility space we want players to
  357. 12:10understand the situations they're in but
  358. 12:12without giving so much away that we
  359. 12:13spoil surprises and uh we don't want to
  360. 12:16spoil the genuine experience of like
  361. 12:18exploration and
  362. 12:20Discovery fortunately we've Dishonored
  363. 12:22by making levels that are very nonlinear
  364. 12:24and very dense uh we're in a cool
  365. 12:25position where we can promise a lot to
  366. 12:27the player by telling by being explicit
  367. 12:29about the mission but then hopefully
  368. 12:30deliver even more to kind of uh you know
  369. 12:33surpass people's expectations that we've
  370. 12:36established um one final thing I wanted
  371. 12:39to talk about in regarding in relation
  372. 12:41to affordances is this kind of running
  373. 12:43Joker or recurring idea that players
  374. 12:45don't look up in in level design and uh
  375. 12:48the thing is that while um players
  376. 12:51looking up has become kind of slightly
  377. 12:52trickier since uh the big kind of
  378. 12:55mainstream market moved towards consoles
  379. 12:56and controllers um you know we kind of
  380. 12:59know that this isn't true in the case of
  381. 13:00certain games uh for example in
  382. 13:02Dishonored you know players look up all
  383. 13:04the time because they're in a stealth
  384. 13:05situation and they're very mobile and we
  385. 13:07teach players that being in High Ground
  386. 13:10is very safe and it's very uh useful for
  387. 13:12like surveying the situation um to take
  388. 13:15another example players look up in
  389. 13:17Titanfall especially multiplayer because
  390. 13:20like they're always looking for
  391. 13:21opportunities to run on walls they're
  392. 13:23getting sniped out from rooftops and of
  393. 13:25course there are like 50 foot robots
  394. 13:26blowing things up so you're going to
  395. 13:28look up all the time in that game and
  396. 13:30kind of on a more momentto moment basis
  397. 13:32you know players look up when they go up
  398. 13:34a staircase they look up when if they're
  399. 13:36if they're in a small room but there are
  400. 13:37cables hanging from the ceiling um a
  401. 13:40pipe above the player gushing water onto
  402. 13:42the floor would make them look up uh
  403. 13:44maybe if they were in a dark room and
  404. 13:46the only light source is above them they
  405. 13:47would naturally look up at the the light
  406. 13:49source so the lesson here here is the
  407. 13:51lesson here is that when players aren't
  408. 13:53looking up the problem isn't like
  409. 13:55players players or the human nature or
  410. 13:57anything that it's actually like
  411. 13:59affordances that have kind of emerged
  412. 14:01without us knowing perhaps um you know
  413. 14:03and if if the players aren't looking up
  414. 14:05it's either like maybe we can redesign
  415. 14:07the uh the way we present the situation
  416. 14:10they're in to kind of teach them to look
  417. 14:11up or perhaps we're fighting kind of
  418. 14:14higher level affordances where the game
  419. 14:16maybe the rest of the game has taught
  420. 14:17them that this isn't a game where you
  421. 14:18need to look up and people are kind of
  422. 14:20like just running with that higher level
  423. 14:22affordance from the rest of the
  424. 14:25game um so the reason I uh talk about
  425. 14:28affordance as because of how they relate
  426. 14:30to this other part of the top topic
  427. 14:32which is player intentionality and
  428. 14:35because affordances are crucial to
  429. 14:36facilitate this idea of player
  430. 14:39intentionality just going to take a
  431. 14:40quick set um this idea of intentionality
  432. 14:44in games uh seems to have been coined
  433. 14:46around 1997 I think partly by Doug
  434. 14:48Church who did a talk under an essay on
  435. 14:51gamma Sutra called formal abstract
  436. 14:53design tools which you can still read
  437. 14:55online and a book by Janet Murray called
  438. 14:57Hamlet on the Hol deck which kind kind
  439. 14:59of explored this in terms of narrative
  440. 15:01an interactive
  441. 15:04narrative so there's lots of fancier
  442. 15:07definitions that you can Google of this
  443. 15:09but my version is that um acting with
  444. 15:11intentionality is making conscious
  445. 15:13choices with specific goals and
  446. 15:15expectations in
  447. 15:17mind and this might sound like super
  448. 15:19basic like something we can take for
  449. 15:20granted that players are just naturally
  450. 15:22doing all the time when you play a game
  451. 15:24um but it's often kind of not the case
  452. 15:25and often because of kind of maybe uh
  453. 15:28slightly one key choices in the level
  454. 15:30design and that kind of thing so here's
  455. 15:32some examples of weak intentionality
  456. 15:34that we kind of probably all experience
  457. 15:35at some point um you know being lost and
  458. 15:38trying to find something to do or trying
  459. 15:41to figure out what's going on is of
  460. 15:42course not really acting with a strong
  461. 15:44sense of intentionality just kind of
  462. 15:45wandering around
  463. 15:46aimlessly um kind of further more doing
  464. 15:49something without knowing why you're
  465. 15:50doing it but only because either the
  466. 15:53game's UI has told you to do it or
  467. 15:55because it seems like the only thing you
  468. 15:56can do or because you think it's what
  469. 15:58the designer wants you to do or you know
  470. 16:01that that thing where you find a lever
  471. 16:02in a game and you pull the lever because
  472. 16:04it's a lever in a video game and you're
  473. 16:05always supposed to pull levers in video
  474. 16:06games that's not acting with
  475. 16:08intentionality that's kind of lame right
  476. 16:10and uh finally like twitch reacting to
  477. 16:12certain surprises is not really you know
  478. 16:15if if a monster jumps out at you from
  479. 16:17behind a door you've just opened it's
  480. 16:19more of an instinctive response and not
  481. 16:20an intentional kind of you know uh
  482. 16:23choice you know so that doesn't really
  483. 16:25count as uh intentionality as far as
  484. 16:27we're concerned and the thing is is that
  485. 16:30uh enabling player intentionality is at
  486. 16:33the heart of all immersive Sim gameplay
  487. 16:35and the way that systems and level
  488. 16:37design is approached to us this is the
  489. 16:39whole point of uh you know presenting
  490. 16:41these gameplay challenges and stuff to
  491. 16:42the
  492. 16:43player so uh you know this is why in
  493. 16:46Dishonored um you know the all of the
  494. 16:49the game playay mechanics and abilities
  495. 16:51are revolving around this idea of giving
  496. 16:53the player unique and combinable powers
  497. 16:56like blinking and bed time and all this
  498. 16:57stuff that encourages players to come up
  499. 16:59with their own ways of solving problems
  500. 17:01and overcoming
  501. 17:03obstacles and going back to this
  502. 17:04screenshot of the edge of the world
  503. 17:05mission in Des 2 all of these
  504. 17:08affordances that we were talking about
  505. 17:09are trying to present the player uh in
  506. 17:12you know information about their
  507. 17:13situation so that they can understand
  508. 17:15their options in relation to their goals
  509. 17:17and formulate a plan and then act with
  510. 17:20intentionality this concept of
  511. 17:22intentionality is so important at arane
  512. 17:24that as a level designer if you suggest
  513. 17:26uh a gameplay challenge or an optional
  514. 17:28puzzle that seems like it's kind of
  515. 17:30lacking intentionality at any point of
  516. 17:32the way the idea will just be rejected
  517. 17:34like it's it's just bad level design as
  518. 17:36where as far as we concerned and we
  519. 17:37wherever possible we probably slip up
  520. 17:40sometimes but wherever possible we
  521. 17:42always want the player to be acting with
  522. 17:43intentionality by
  523. 17:45default so to break the concept down a
  524. 17:48little these are the four things that I
  525. 17:49think uh players need in order to act
  526. 17:51with intentionality first of all is
  527. 17:53Choice the presentation of a choice uh
  528. 17:56second is motivation you know having
  529. 17:57goals in mind
  530. 17:59the third one is information that they
  531. 18:01Garner from clear and consistent
  532. 18:03affordances and finally you need time to
  533. 18:05process that information you know you
  534. 18:07can't pressure the player too much uh in
  535. 18:09order to you know and kind of distract
  536. 18:11them from the information that they need
  537. 18:12to have and with those in mind um here
  538. 18:15are some ways of uh facilitating
  539. 18:18intentionality first of all it's the
  540. 18:20clear and consistent affordances that
  541. 18:21I've talked about um second of all it's
  542. 18:24this uh it really helps if you present
  543. 18:26the player with higher level and longer
  544. 18:27term goals in instead of kind of drip
  545. 18:29feeding them low level tasks like look
  546. 18:31over here and walk in that room and
  547. 18:33press this button it it's it's way
  548. 18:35cooler to just give them um you know a
  549. 18:38higher level objective which they can
  550. 18:39find their own solution to and of course
  551. 18:42this is how Dishonored always works it's
  552. 18:43it's you know the textbook Dison mission
  553. 18:45is you're at this part of the map and
  554. 18:47somewhere on the other side of the map
  555. 18:48is some bad guy you got to kill and uh
  556. 18:51it's up to you how you do it and it's up
  557. 18:53to you to explore and find your own
  558. 18:54Journey towards that
  559. 18:56goal um finally is this um idea of
  560. 18:59player driven pacing and player
  561. 19:01initiated action um you know it's just
  562. 19:03it's generally again it relates to the
  563. 19:05idea that players need time to uh kind
  564. 19:07of uh take in the information and
  565. 19:09formulate a plan it's just way cooler if
  566. 19:11you can find ways of giving the player
  567. 19:14space to like you know act
  568. 19:16intentionally and with this in mind we
  569. 19:18can consider it a kind of a four-step
  570. 19:20cycle of a kind of a gameplay cycle um
  571. 19:23I'm not sure who originally came with
  572. 19:25this came up with this to be honest it's
  573. 19:26been mentioned in other talks um GDC
  574. 19:29like by Clint Hawking Nels Anderson
  575. 19:31Forest ding have all talked about this
  576. 19:34um but yeah it can be useful to consider
  577. 19:36this Loop um is something that the
  578. 19:38player continuously goes through as they
  579. 19:40play so if we start at the top with ob
  580. 19:42observing you know the player is taking
  581. 19:44in information about their situation and
  582. 19:47then they use that information and
  583. 19:48combine it with their their goals and
  584. 19:50their motivations to form a plan then
  585. 19:52they execute the plan and then perhaps
  586. 19:55there's a four fourth uh step where they
  587. 19:57kind of react in perhaps instinctively
  588. 20:00to maybe the plan not going to uh as
  589. 20:03they thought it would or like reacting
  590. 20:04to some kind of uh emergent kind of
  591. 20:07situations that arise from it and then
  592. 20:09they go back to observing of course and
  593. 20:11there's just constant cycle of taking in
  594. 20:13information formulating plans and acting
  595. 20:15with those plans in
  596. 20:17mind and of course Stealth gameplay is
  597. 20:20particularly good at emphasizing this
  598. 20:21Loop um you know um it's built into
  599. 20:24stealth games that the player starts in
  600. 20:26a hidden state where they then have time
  601. 20:28to think and explore and and analyze the
  602. 20:30situation and then formulate an
  603. 20:32intention before they reveal themselves
  604. 20:33and they have to start thinking in a
  605. 20:35more kind of dynamic way uh and as I
  606. 20:38said before we uh in Dishonored we we
  607. 20:39use a combination of play player
  608. 20:41mobility and verticality in our layouts
  609. 20:43to empower the player to reach safer
  610. 20:45High higher places that give them more
  611. 20:47time and a better perspective for their
  612. 20:49observation and planning
  613. 20:51phases uh but a crucial Point here is
  614. 20:53that you don't need to be making a
  615. 20:54stealth game to to kind of facilitate
  616. 20:57intentionality
  617. 20:58uh this is a screenshot of of Doom 2 on
  618. 21:01the left which I I love dearly and Doom
  619. 21:033 which I was a little bit less keen on
  620. 21:06and uh Doom 3 the thing was partly um
  621. 21:09because of it's moved towards a scary
  622. 21:10horror game kind of vibe uh it had a lot
  623. 21:13of monsters kind of popping out of
  624. 21:14nowhere and and you know trying to eat
  625. 21:16your face and that kind of thing and uh
  626. 21:18often it would like teleport monsters
  627. 21:20behind you after like doing something
  628. 21:21arbitrary like picking up some ammo or
  629. 21:24pulling a lever or something like that
  630. 21:26and this kind of works for the horror
  631. 21:27vibe that that it was going for but the
  632. 21:30a kind of Flip Side to this is that this
  633. 21:32Reliance on frequent surprises uh where
  634. 21:34the player has no way of knowing what's
  635. 21:36going on until it's in their face um it
  636. 21:38has a side effect of killing a lot of
  637. 21:40the players's ability to act with
  638. 21:41intentionality and it's kind of reduced
  639. 21:43to very shortterm Twitchy responses to
  640. 21:45things that they didn't expect now uh
  641. 21:48Doom 2 generally had you know some of
  642. 21:50these surprises too sometimes you would
  643. 21:51open a door and a pinkies like in your
  644. 21:53face and that kind of thing but as well
  645. 21:55it also offered way more situations
  646. 21:57where um you know the player was in a
  647. 22:00much bigger area where they had time to
  648. 22:02consider the situation and always choose
  649. 22:04which weapon they wanted to use against
  650. 22:05these set of monsters I've seen and also
  651. 22:08in the screenshot on the left which is
  652. 22:09from uh a classic level called barrels
  653. 22:11of fun um it would even use setups where
  654. 22:15enemies were facing away from the player
  655. 22:17so it was almost like a they they
  656. 22:18managed to find ways to almost Implement
  657. 22:20a kind of stealth like approach to the
  658. 22:22game where you can you know you can see
  659. 22:24the situation before anyone even knows
  660. 22:26you're there
  661. 22:28uh a final point about intentionality is
  662. 22:30that um it affects how players perceive
  663. 22:32linearity in level design uh generally I
  664. 22:35would say if if linearity feels bad part
  665. 22:38of the reason at least is often because
  666. 22:40the intentionality is kind of lacking or
  667. 22:42a little
  668. 22:43weak um I mentioned earlier that Half
  669. 22:45Life 2 is one of my favorite games of
  670. 22:47all time one of the things that people
  671. 22:49often praise it for is this idea that it
  672. 22:51makes does a really good job of feeling
  673. 22:54a lot less linear than it really is and
  674. 22:57uh I think there's a lot of reasons for
  675. 22:58this an an engaging story with
  676. 23:00well-written characters helps a lot um
  677. 23:02but yeah like I say intentionality I
  678. 23:04think explains some of this as well um
  679. 23:06the thing is here is that valve have
  680. 23:08play tested their level so much and
  681. 23:10iterated on their affordances uh so much
  682. 23:12that in general they've they've managed
  683. 23:14to align what the player wants to do
  684. 23:16with the thing that they have to do and
  685. 23:19so even though the game is linear it
  686. 23:20really feels like you're doing things
  687. 23:21without knowing why or just because the
  688. 23:23game told you
  689. 23:25to um on a similar note portal is even
  690. 23:28more lineer than half left to and yet
  691. 23:30generally speaking you know very few
  692. 23:31people complained about it being lineer
  693. 23:34it's because even though there's usually
  694. 23:35only one solution to progress you know
  695. 23:37being a puzzle game and all um the
  696. 23:39player has given the time and the
  697. 23:40freedom and just the right information
  698. 23:42uh to constantly experiment with the
  699. 23:44portal gun with intentionality in order
  700. 23:47to solve that
  701. 23:50solution uh one way of looking at it uh
  702. 23:52might sound kind of goofy but I I was
  703. 23:54thinking about how the more linear your
  704. 23:56game is um the more you you could kind
  705. 23:58of say that your job as a level designer
  706. 24:01kind of has parallels with what the guy
  707. 24:02is doing in the Inception in the sense
  708. 24:05that you're trying to present kind of
  709. 24:07design and present situations in such a
  710. 24:09way that players will naturally learn
  711. 24:10and want to do the thing that you want
  712. 24:12them to do but they will feel that it
  713. 24:14was their idea all along and if you get
  714. 24:16this right generally speaking linearity
  715. 24:18stops being a problem but if you get it
  716. 24:20wrong you know the players kind of
  717. 24:21jolted out of their experience they're
  718. 24:23kind of conscious of of the
  719. 24:25artificiality of the experience and and
  720. 24:27they'll reject it you know they they
  721. 24:29won't be as engaged as a result so the
  722. 24:32overall point here is that you know
  723. 24:34whether your game is linear or nonlinear
  724. 24:36uh intentionality is pretty crucial and
  725. 24:39fundamental to the gameplay
  726. 24:42experience I have a little uh note to
  727. 24:44myself about taking a sip of water here
  728. 24:46so that's what I'll
  729. 24:50do um okay so number two of the three
  730. 24:53big topics uh which emerges from this
  731. 24:55relationship between the way we present
  732. 24:57things and the story
  733. 24:58um is this idea of World building uh I
  734. 25:02mentioned earlier on you know games like
  735. 25:04halflife and Bioshock and Dishonored you
  736. 25:06know these are all games that are
  737. 25:08praised for like this very rich Vivid
  738. 25:10sense of place in their world building
  739. 25:13and to be honest a lot of this is kind
  740. 25:14of outd Direction stuff and high level
  741. 25:16story stuff which uh especially if
  742. 25:18you're in a big company you won't really
  743. 25:19have a hand in uh kind of you know
  744. 25:21playing with yourself but I think
  745. 25:23there's still a lot you can contribute
  746. 25:25on a lower level uh in order to kind of
  747. 25:27add to the World building
  748. 25:29so with this in mind I'm going to
  749. 25:30present these kind of three little goals
  750. 25:32for World building which is to create a
  751. 25:33world that feels unique uh cohesive and
  752. 25:36meaningful and uh with those tips uh
  753. 25:39sorry with those goals in mind are a few
  754. 25:41tips so number one is that uh I suggest
  755. 25:45that World building must always be
  756. 25:47specific uh I mean this uh both in terms
  757. 25:49of like being detailed in in the kind of
  758. 25:52the kind of ideas you're presenting and
  759. 25:53not just being vague ideas of like it's
  760. 25:56the future and there's war and C
  761. 25:58operations like if if that's all you
  762. 25:59present then you you might be
  763. 26:01establishing genre but you're not really
  764. 26:02building a specific world and Fin and
  765. 26:05the other thing is that yeah like I said
  766. 26:06the idea must be the more specific to
  767. 26:08your world that this idea is like this
  768. 26:10particular games world and not like all
  769. 26:12Sci-Fi games or allw games or whatever
  770. 26:15you know the more you're building a a
  771. 26:16particular thing because you know people
  772. 26:18can only judge your world based on the
  773. 26:20things that are unique about it or those
  774. 26:22are the things that will stand out the
  775. 26:24most and uh you know one thing is here
  776. 26:26that it doesn't necessarily mean that
  777. 26:27everything has to be completely original
  778. 26:30um Harvey Smith our creative director on
  779. 26:32dis 2 he talked a lot about um in
  780. 26:35interviews and stuff about um well he
  781. 26:38used Kiran gindos as an example of how
  782. 26:40he's kind of quite a well-used archetype
  783. 26:42in this kind of game he's kind of a
  784. 26:44crazy Evil Genius scientist guy um but
  785. 26:47by layering details and specificity on
  786. 26:49top of this archetype he tends uh you
  787. 26:51know he turns the character from someone
  788. 26:53who could who could feel like a bit of a
  789. 26:55cliche into someone who feels unique
  790. 26:57enough to contribute to this world and
  791. 26:59the world building you know so to run
  792. 27:01through those examples you know our
  793. 27:03crazy evil scientist guy happens to look
  794. 27:05like this weird love child of like
  795. 27:06Nicola Tesla and Prince uh you know he
  796. 27:10he builds robots and gives them his own
  797. 27:11voice which is a bit weird and you know
  798. 27:13when he's test with like securing an
  799. 27:16important building he does it with this
  800. 27:17super obscure puzzle the gind daslu um
  801. 27:20as a way of kind of reving in his own
  802. 27:22intellect and finally he he you know he
  803. 27:24lost his finger and thumb in an
  804. 27:26industrial accent and he has this bionic
  805. 27:27thumb that he can smoke like a pipe and
  806. 27:30it's just you know these details might
  807. 27:31seem kind of trivial on their own but Al
  808. 27:34altogether they add enough specificity
  809. 27:36to the character to make him stop
  810. 27:38feeling like just kind of a Trope or
  811. 27:40whatever um and becomes unique enough to
  812. 27:43cont contribute to the World
  813. 27:45building with that kind of stuff in mind
  814. 27:47I tried to populate the dust District
  815. 27:49which was my mission um with scenes that
  816. 27:51help build the world and tell tell
  817. 27:53stories that feel specific to the
  818. 27:54Dishonored universe and also to this
  819. 27:57this particular District which has its
  820. 27:59own unique story so just to run them run
  821. 28:01through them quickly like this uh on the
  822. 28:04left is a scene about the inside the the
  823. 28:06black market which is kind of a you know
  824. 28:08video game shop where you can go in and
  825. 28:10talk to someone and uh spend your money
  826. 28:12on nice items and things um but I didn't
  827. 28:15want it to just be a pure gameplay thing
  828. 28:17uh so I added this scene where howlers
  829. 28:19who were like the the crime Mafia like
  830. 28:21style faction um they're harassing the
  831. 28:24shopkeeper for protection money and
  832. 28:26supposedly kind of claiming that they're
  833. 28:28protecting them from the overseers who
  834. 28:30wouldn't agree with the fact that
  835. 28:31they're selling magical stuff like bone
  836. 28:33Champs and stuff in their shop um the
  837. 28:36scene in the middle is this uh scene
  838. 28:38where overseers are executing civilians
  839. 28:40for breaking their kind of um religious
  840. 28:42principles and doing things that are
  841. 28:44considered impure and forbidden again
  842. 28:46which is this kind of an idea that's
  843. 28:47quite specific to their ideology and
  844. 28:49it's kind of fleshing out them as a
  845. 28:51faction and on the right there's a scene
  846. 28:53where inside the over overseer Outpost
  847. 28:55where an overseer is mercy killing a
  848. 28:57friend and over overseer after he was
  849. 28:59mortally wounded in a fights with Howers
  850. 29:02and uh you know through the way it's
  851. 29:03done and the way they talk about it I
  852. 29:05hope that it reflects a special kind of
  853. 29:07discipline and conviction that is that
  854. 29:09characterizes the way the overseers
  855. 29:10think and so all all of these things are
  856. 29:13supposed to kind of um you know convey
  857. 29:15information that is specific to these
  858. 29:16factions in this district and this
  859. 29:19game um so yeah in general World
  860. 29:22building is uh it should be as specific
  861. 29:23as we can make it uh the point number
  862. 29:25two was that we should always be World
  863. 29:27building you know like try not to see it
  864. 29:29as something where you kind of uh off
  865. 29:32the critical path you have like a small
  866. 29:33little room with some World building
  867. 29:35stuff and then you go back to the
  868. 29:36gameplay where you're shooting monsters
  869. 29:37like try and if you can try and approach
  870. 29:39every idea in your level as an
  871. 29:41opportunity uh to to build the world you
  872. 29:44know every NPC you place or you can talk
  873. 29:46to every objective or side quest every
  874. 29:49every kind of piece of loot that you
  875. 29:51place in a meaningful position could be
  876. 29:53you know can develop the world uh in in
  877. 29:55some way so try and look at all of these
  878. 29:57things as
  879. 29:59opportunities I've got a couple of kind
  880. 30:01of small examples of this is just that
  881. 30:02um in uh in the dust District this this
  882. 30:05building on the uh on the right the one
  883. 30:07in the red um originally this was just
  884. 30:09like a facade like an empty building
  885. 30:11with no interior that you couldn't go
  886. 30:12into um and at some point I I realized
  887. 30:16that it would be really useful to open
  888. 30:17up the building so you can go in and you
  889. 30:20know so to present the player with more
  890. 30:22navigation options around this area and
  891. 30:24we could have easily made this just like
  892. 30:26another generic abandoned Apartment
  893. 30:28but instead like through the way we we
  894. 30:30did the kind of set dressing and
  895. 30:31appropriate placement of Loot and by
  896. 30:34adding a note for the player to read we
  897. 30:36tried to tell a story about someone who
  898. 30:37used to live here but got kicked out by
  899. 30:39the overseers when they were kind of
  900. 30:41moving into the territory and you know
  901. 30:43invading on on the area so it's just a
  902. 30:45small example of how something that
  903. 30:47could have been just this generic empty
  904. 30:48room we we used even that to tell a
  905. 30:51story and uh similarly with a room
  906. 30:53inside the overseer Outpost um you know
  907. 30:57I knew that from a game play an
  908. 30:58exploration point of view I wanted a
  909. 31:00room with Juicy loot to pick up um and
  910. 31:02again we we tried to find a way that is
  911. 31:04specific to kind of not only justify it
  912. 31:06in the world but to you know build the
  913. 31:08world of it so we made it into a room
  914. 31:10where the overseers are confiscating
  915. 31:12things that kind of break their
  916. 31:13religious principles and so we uh we
  917. 31:15chose to add like bone chams and stuff
  918. 31:17like that in there to support this
  919. 31:21idea um and the third third point is
  920. 31:23about World building particularly in
  921. 31:25this kind of game maybe and maybe not
  922. 31:27for all kinds of games but it's it's
  923. 31:29good to be if your world building says
  924. 31:31things about the people in the world um
  925. 31:33world building is a form of Storytelling
  926. 31:35and stories are always about people um
  927. 31:38in film there's a great example of this
  928. 31:40uh in Children of Men uh which I really
  929. 31:42recommend if you haven't seen it um in
  930. 31:45in which the World building is always
  931. 31:46about people and and what would become
  932. 31:47of us in a world where hope is kind of
  933. 31:49fading away um and practically every
  934. 31:52shot of this movie the background and am
  935. 31:54me on S and all that stuff is is
  936. 31:55speaking to us about how this loss of
  937. 31:58Hope would change our society you know
  938. 32:00it would change like the role of police
  939. 32:03uh people's political values like
  940. 32:04attitudes to immigrants and that kind of
  941. 32:06thing and even our attitudes to suicide
  942. 32:08in this
  943. 32:09case um in games the the classic example
  944. 32:12is BioShock where you know every part of
  945. 32:14its world is trying to tell and support
  946. 32:16this idea of um how a society might
  947. 32:19crumble if people were you know
  948. 32:20relentlessly pursuing progress in this
  949. 32:22Rand and objectivist kind of
  950. 32:25way um one little thing I really like in
  951. 32:27the game Metro 2033 which is this kind
  952. 32:30of
  953. 32:31post-apocalyptic uh game um is this
  954. 32:34decision to show a child playing with a
  955. 32:35toy car inside the player's Hub area
  956. 32:38with an adult watching over him um it
  957. 32:41feels quite memorable and appropriate
  958. 32:43and meaningful in the context of this
  959. 32:44particular game because it symbolizes
  960. 32:46how people in this world aren't just
  961. 32:48killing the monsters cuz monsters are
  962. 32:50bad but they're they're trying to save
  963. 32:52uh the future and build a future for
  964. 32:54their children and it supports the
  965. 32:56game's kind of recurring ideas and
  966. 32:57themes
  967. 32:58that are reflected throughout the game
  968. 32:59and in its branching endings and stuff
  969. 33:01about how survival in this world is
  970. 33:03about more than just like fighting and
  971. 33:05defeating enemies but it's also about
  972. 33:07holding on to like our wisdom and
  973. 33:09compassion and empathy during kind of
  974. 33:11dark times so you know it's a simple
  975. 33:14idea but it resonates with the
  976. 33:16particular themes of this particular
  977. 33:17game and
  978. 33:19World um and for me in the case of
  979. 33:21Dishonored you know in my head it's the
  980. 33:24world is uh generally about like power
  981. 33:26relationships and Corruption and this
  982. 33:28idea that everyone depending on their
  983. 33:30place in society is kind of either
  984. 33:31screwing somebody else over or being
  985. 33:33screwed over by somebody else and of
  986. 33:35course it's the lower class citizens who
  987. 33:37get screwed the most so for example in
  988. 33:40the dust District um which is kind of
  989. 33:42like this lower class area near the kind
  990. 33:45of a mining District um we added this uh
  991. 33:48kind of wooden weird wooden kind of
  992. 33:50raised Street structure that people have
  993. 33:52built uh in response to the dust storms
  994. 33:55and environmental problems that have
  995. 33:56been caused by the dukee
  996. 33:58and so they've kind of been figuratively
  997. 34:00pushed on the ground by the problems
  998. 34:01caused by the the people in power but
  999. 34:04also they're kind of Trapped literally
  1000. 34:06in the middle of these this ideological
  1001. 34:08fight between the two factions and this
  1002. 34:10street is placed in the middle of the
  1003. 34:11map in between those two hqs and so it's
  1004. 34:13supposed to be something that you know
  1005. 34:15more than just look looking cool it's
  1006. 34:17meant to be a symbol of uh you know
  1007. 34:20something that is unique to this the
  1008. 34:21story of this district and its people
  1009. 34:23and support the broader themes and the
  1010. 34:24tone of the soned universe in general
  1011. 34:27this idea that people are being victims
  1012. 34:29of the people above them
  1013. 34:32essentially um so yeah to summarize you
  1014. 34:34know um three points one point number
  1015. 34:37one was World building must be specific
  1016. 34:39uh Point number two was always be World
  1017. 34:41building and don't just see it as a kind
  1018. 34:43of extra thing and point number three
  1019. 34:45was uh you know the importance of saying
  1020. 34:47things about people in your world or
  1021. 34:49relating to human ideas in
  1022. 34:52general um and the third part is uh how
  1023. 34:56am I doing with time oh
  1024. 34:58the third part is interactive narrative
  1025. 34:59this idea that emerges from the
  1026. 35:01relationship between inter interactivity
  1027. 35:03and
  1028. 35:06story um so one little disclaimer here
  1029. 35:10is that this is a huge topic that I
  1030. 35:12should not be trying to tackle in 15
  1031. 35:14minutes but uh I'm going to try and hone
  1032. 35:16in on one or two particular ways of
  1033. 35:18approaching this topic that are kind of
  1034. 35:20resonate with me personally and that I
  1035. 35:22kind of think are a big deal um I
  1036. 35:24realized that um everything or most of
  1037. 35:27the stuff I wanted to say related to
  1038. 35:29this idea of Show and Tell um and
  1039. 35:33specifically the fact that in the
  1040. 35:34context of um interactive narrative in
  1041. 35:37particular I I don't think this is a
  1042. 35:39really good phrase for us to to kind of
  1043. 35:41use as a guiding principle and I think
  1044. 35:43we should be careful about it um it's
  1045. 35:46useful for a lot of aspects of level
  1046. 35:47design like the World building stuff in
  1047. 35:49the sense that it encourages people to
  1048. 35:51think about communicating stuff visually
  1049. 35:53and in the world in front of the player
  1050. 35:55which is cool um and not you know not
  1051. 35:57just using cut scenes and Big Blocks of
  1052. 35:59text and stuff like that but my my
  1053. 36:02argument would be that specifically in
  1054. 36:04in in terms of like interactive
  1055. 36:05narrative only show showing and telling
  1056. 36:08things is just not the full thing we
  1057. 36:10should we need to do more than that um
  1058. 36:12and the reason why this phrase is kind
  1059. 36:14of problematic is because we've lifted
  1060. 36:15it from passive mediums like uh films
  1061. 36:18and novels and uh you know which which
  1062. 36:20don't need to worry about interactivity
  1063. 36:22at all so with that said like I think we
  1064. 36:25can get somewhere that's more useful to
  1065. 36:26us if we look at what this phrase means
  1066. 36:28to those mediums rather than focusing on
  1067. 36:30the phrase
  1068. 36:31itself um so to explain what I mean by
  1069. 36:34this like um in film show don't tell is
  1070. 36:37uh generally about this idea of telling
  1071. 36:38the story using the unique strength of
  1072. 36:40the medium which in the case of film is
  1073. 36:43moving pictures and editing between them
  1074. 36:45in a way that creates dram and you know
  1075. 36:47evokes ideas um in literature by
  1076. 36:51contrast show don't tell is about the
  1077. 36:53idea of writing in a way that evokes
  1078. 36:55ideas and drama in the play the reader's
  1079. 36:58mind and
  1080. 36:59Imagination um you know so instead of
  1081. 37:01like simply telling the reader things
  1082. 37:03like John was very sad when he said
  1083. 37:05goodbye or like old abandoned playground
  1084. 37:07had a really creepy atmosphere we need
  1085. 37:09to write in a way that evokes these
  1086. 37:11ideas instead of just like throws them
  1087. 37:13in the rudest
  1088. 37:14face um so if we take those two key
  1089. 37:16Paths of uh those kind of ideas we have
  1090. 37:19unique using the unique strength of the
  1091. 37:21medium and evoking drama and ideas in
  1092. 37:24the audience's mind and personally I
  1093. 37:26think pretty much every every game that
  1094. 37:28is kind of interesting from an
  1095. 37:29interactive narrative point of view does
  1096. 37:32at least one of these things well um you
  1097. 37:34know some games kind of naturally lean
  1098. 37:36towards one or the other but yeah it
  1099. 37:38does one of them I find and so first of
  1100. 37:41all you know a couple of a few examples
  1101. 37:43of using the unique strength for the
  1102. 37:44medium um to me like the idea of uh well
  1103. 37:50of course in in infective uh media
  1104. 37:53interactivity is the unique strength of
  1105. 37:54the medium and combining uh you know
  1106. 37:57inter activity with narrative naturally
  1107. 37:59leads us towards this idea of empowering
  1108. 38:01the player to act with what I'll call
  1109. 38:03narrative
  1110. 38:04intentionality I talked about
  1111. 38:06intentionality earlier but mostly in
  1112. 38:08terms of like gaml and gameplay goals
  1113. 38:11but here we're talking about the idea of
  1114. 38:13you know giving the player the
  1115. 38:14information and the time and the
  1116. 38:15opportunity to make intentional choices
  1117. 38:18but with narrative goals in mind and not
  1118. 38:19just gameplay
  1119. 38:21ones I also mentioned how Dishonored and
  1120. 38:23immersive Sims revolve around
  1121. 38:25intentionality and this kind of goes for
  1122. 38:27Nar intentionality too at least in
  1123. 38:29dison's case especially like um so like
  1124. 38:32in Don's uh case um narrative
  1125. 38:35intentionality is kind of built into the
  1126. 38:36game at a systems level in the sense
  1127. 38:39that every NPC in the game can be uh you
  1128. 38:41know you can either sneak around them or
  1129. 38:43you can deal with them non-lethally or
  1130. 38:45you can murder them horribly of course
  1131. 38:47and we tell the players that this will
  1132. 38:49change the story in the world and
  1133. 38:51certain scenes in the game and the
  1134. 38:53endings and that kind of thing and so
  1135. 38:55what this does is it transforms like a
  1136. 38:56simple what would be a simple gameplay
  1137. 38:58Choice into an opportunity to act and
  1138. 39:01express narrative intentionality every
  1139. 39:03time you encounter an NPC that's kind of
  1140. 39:06that's the kind of thing we're into um
  1141. 39:08going back to the dust districts um one
  1142. 39:10of the main things that appealed to me
  1143. 39:11about this particular Mission when I was
  1144. 39:13kind of given the mission to work on uh
  1145. 39:16is that its premise revolves around this
  1146. 39:17idea of choosing a faction and how and
  1147. 39:20making a choice that will affect the
  1148. 39:21endings of the game so you know the the
  1149. 39:24mission the unique thing about the
  1150. 39:25mission is this act of narrative
  1151. 39:27intentionality kind of built into the
  1152. 39:29whole premise of the
  1153. 39:30mission um and with that kind of thing
  1154. 39:32in mind you know I mentioned uh in the
  1155. 39:33world building section these three
  1156. 39:35scenes that I Tred to develop the world
  1157. 39:37with in some way uh but another kind of
  1158. 39:40aspect of it is that I I deliberately
  1159. 39:42designed them to um kind of encourage
  1160. 39:45the player to act with intent narrative
  1161. 39:47intentionality so you know two things
  1162. 39:49about these scenes is that first of all
  1163. 39:50they're not just scenes that you watch
  1164. 39:52uh I'm not just showing and telling
  1165. 39:54story here these scenes are deliberately
  1166. 39:56designed to be interrupted and
  1167. 39:57interacted with and they all have like
  1168. 39:59extra lines and scripting and stuff
  1169. 40:01beyond the main scene um in order to
  1170. 40:04react to certain choices that the player
  1171. 40:05can make um and secondly these scenes
  1172. 40:09are there to present interesting
  1173. 40:10dramatic situations which invite the
  1174. 40:12player to interact with narrative goals
  1175. 40:14and values in mind and not just gameplay
  1176. 40:17ones you know as far as I'm concerned
  1177. 40:19whenever I can make a player make
  1178. 40:21gameplay choices as they're moving
  1179. 40:22through a level with narrative goals in
  1180. 40:24mind and not gameplay ones it's kind of
  1181. 40:26more interesting and you know cooler and
  1182. 40:28more immersive and that kind of thing
  1183. 40:30and so yeah when any opportunity I can
  1184. 40:32do uh take to do that I kind of try and
  1185. 40:34take
  1186. 40:35it um so that was about you know using
  1187. 40:38the unique strength of the medium which
  1188. 40:39is agency and how that leads to
  1189. 40:42narrative
  1190. 40:43intentionality um if we take a look at
  1191. 40:45the literature's take on this phrase we
  1192. 40:47have this idea of evoking dram and ideas
  1193. 40:49in the audience's mind and
  1194. 40:53uh yeah I've got an example of this I
  1195. 40:56got three examples of this in the first
  1196. 40:57one is like a kind of lowlevel in the-
  1197. 40:59moment kind of thing it's a bit of a pet
  1198. 41:01peeve of mine um
  1199. 41:04when like basically when something very
  1200. 41:07dramatic and perilous is happening to
  1201. 41:09the player character but in the game
  1202. 41:11it's it's presented as a cut scene so
  1203. 41:13control is taken away away from the
  1204. 41:15player just before it happens and so
  1205. 41:17while the character is thinking oh my
  1206. 41:18God I'm in Peril the player is thinking
  1207. 41:21oh it's a cut scene I can relax I don't
  1208. 41:22have to do anything and it's the
  1209. 41:24complete opposite of what the character
  1210. 41:25is supposed to be thinking um so it's
  1211. 41:27just like you know I'm I'm bit sensitive
  1212. 41:29to this it always drives me mad um by
  1213. 41:32contrast this example this scene from
  1214. 41:34Uncharted 2 where you're navigating this
  1215. 41:36collapsing building when the helicopter
  1216. 41:37is blowing it up um is you know kind of
  1217. 41:40a a crazy extreme expensive example it's
  1218. 41:42amazing um but like the cool thing here
  1219. 41:45is that Nathan Drake is kind of crapping
  1220. 41:47his pant and thinking oh my God what am
  1221. 41:48I going to do and the player is
  1222. 41:50hopefully figuratively cropping their
  1223. 41:52pants and thinking oh my God what am I
  1224. 41:53going to do and so they perfectly they
  1225. 41:55put spent a lot of money and time to
  1226. 41:57align the players Thoughts with the
  1227. 41:59character's thoughts in this dramatic
  1228. 42:01situation you know it reminds me of this
  1229. 42:04phrase by quote from Frank CER who's
  1230. 42:06like a a filmmaker from the 30s I think
  1231. 42:09who talked about how he he made mistakes
  1232. 42:11in drama I thought drama was an actors
  1233. 42:13cried but drama is when the audience
  1234. 42:15cries and of course you know we can we
  1235. 42:17can take that idea and and apply it to
  1236. 42:19games because we want the players
  1237. 42:20experience to be these dramatic highs
  1238. 42:23and lows and not just something they see
  1239. 42:25on the screen
  1240. 42:27uh my second example of evoking ideas is
  1241. 42:30this um classic pick up the can scene
  1242. 42:32from Half Life 2 um for anyone who
  1243. 42:35hasn't played it um well first of all
  1244. 42:37shame on you you should really play Half
  1245. 42:38Life 2 it's really good but secondly
  1246. 42:41it's um it's basically a tutorial for
  1247. 42:42the player for picking up and
  1248. 42:44interacting with physics objects but
  1249. 42:45what's cool is that the level designer
  1250. 42:47used it um as an opportunity to allow
  1251. 42:51players to act with a Nar narrative
  1252. 42:52intentionality you know between they
  1253. 42:55when you pick up the can the game tells
  1254. 42:57you that um you can either put it in the
  1255. 42:59in the trash can or you can throw it at
  1256. 43:01the combined guy's head and you know
  1257. 43:03this choice between obeying and
  1258. 43:05rebelling is is is a narrative thing you
  1259. 43:07know that the players going to consider
  1260. 43:08when they uh you know go through this T
  1261. 43:11tutorial but an extra cool thing about
  1262. 43:13this is that these two particular
  1263. 43:15choices these this idea of obeying and
  1264. 43:17rebelling basically sum up like the the
  1265. 43:20The Human Condition of people in the
  1266. 43:22world of City 17 you know every citizen
  1267. 43:25here is struggling with this choice of
  1268. 43:26whether or not they should obey and
  1269. 43:27conform or resist and rebel and so by
  1270. 43:31being oppressed by the combine directly
  1271. 43:33and making this Choice yourselves um the
  1272. 43:35player relates to their plates
  1273. 43:36essentially and relates to them as as
  1274. 43:38people and so when you come up to this
  1275. 43:40scene later in the game you don't just
  1276. 43:42shoot the baddies because they're
  1277. 43:43buddies in a video game but you
  1278. 43:45naturally side with the civilians
  1279. 43:46because you relate to them and you
  1280. 43:48naturally oppose to the combine based on
  1281. 43:50a personal interactive experience that
  1282. 43:51came before so even though half left 2
  1283. 43:55story in game plays is pretty linear and
  1284. 43:57stu um to me it still qualifies as you
  1285. 43:59know solid immersive interactive uh
  1286. 44:02storytelling because it's it's very
  1287. 44:03smart about emotionally involving the
  1288. 44:05player in the ideas and themes of the
  1289. 44:07story and my final example is uh might
  1290. 44:11be a surprised to immersive Sim people
  1291. 44:13Cu uh people generally immersive Sim
  1292. 44:15people don't aren't so keen on this game
  1293. 44:17um but I think this particular scene is
  1294. 44:19amazing um so near the start of the
  1295. 44:22game uh this it's establishing you as
  1296. 44:24the main character this fa in a game
  1297. 44:27about losing your child and desperately
  1298. 44:29wanting to save them and doing anything
  1299. 44:30to save them and uh you know in you're
  1300. 44:33out in the garden play fighting in this
  1301. 44:34kind of very M dramatic Star Wars kind
  1302. 44:36of way and then you know uh as with most
  1303. 44:39of a lot of heavy rain um it's a
  1304. 44:40sequence of QuickTime events where you
  1305. 44:43know you have a prompt to press the
  1306. 44:44button on screen and uh you know like
  1307. 44:48you have based on whether or not you
  1308. 44:49succeed or fail at this the game shows
  1309. 44:52you a different animation
  1310. 44:53essentially now the interesting thing
  1311. 44:55here is that if we follow our play our
  1312. 44:57kind of gamer instincts to just try and
  1313. 45:00win the sequence we end up being a super
  1314. 45:02douchy dad in the process and uh this
  1315. 45:05scene like I've watched a lot of
  1316. 45:06playthroughs of this on YouTube and
  1317. 45:07stuff and it's really good at making
  1318. 45:09players realize this as they play and
  1319. 45:11change their the way they play based of
  1320. 45:14based on this kind of narrative desire
  1321. 45:15to play the role of a good dad and so
  1322. 45:18it's cool because it's like you know the
  1323. 45:20subject of subtext of this scene is
  1324. 45:22quite Grand in the sense that it's uh
  1325. 45:25you know it kind of reflects this the
  1326. 45:26fundament nature of becoming a parent in
  1327. 45:28the sense that when you have a kid you
  1328. 45:30know it's like it changes your life in a
  1329. 45:32way that means that succeeding in your
  1330. 45:34own kind of selfish terms is no longer
  1331. 45:36the priority and that's what this whole
  1332. 45:38scene is about conveys
  1333. 45:40interactively um so yeah it's a great
  1334. 45:42example of how we can take even
  1335. 45:44something that seems kind of basic and
  1336. 45:45binary um and typically trivial as is
  1337. 45:48like pressing a button in time but use
  1338. 45:50it to kind of interactively evoke some
  1339. 45:52fairly big ideas about the story and
  1340. 45:54about life in general even and all of
  1341. 45:57this is inside the player's mind without
  1342. 45:59explicitly telling them anything which
  1343. 46:00is
  1344. 46:02awesome so uh to summarize um yeah these
  1345. 46:06are my three points about narrative
  1346. 46:08interactive narrative know number one
  1347. 46:10was striving to do more than just show
  1348. 46:11and tell wherever possible number two
  1349. 46:14was empowering the player to act with
  1350. 46:16narrative
  1351. 46:17intentionality and or you know depending
  1352. 46:19on your kind of game we can try and
  1353. 46:21think of ways to evoke drama and story
  1354. 46:23and ideas in the player's mind and not
  1355. 46:25just on sh on
  1356. 46:27screen uh and so we're close we got a
  1357. 46:30couple of minutes so yeah to wrap up um
  1358. 46:34as a closing thought I I thought about
  1359. 46:35this particular section of a book called
  1360. 46:37understanding Comics by Scott McLoud
  1361. 46:39which is a super smart book that I
  1362. 46:40recommend to everyone um uh it's kind of
  1363. 46:43written to uh educate people and change
  1364. 46:46people's perspective on Comics but I
  1365. 46:47think it has the effect of doing this uh
  1366. 46:49you know changing the way we look at
  1367. 46:50pretty much every medium and I really
  1368. 46:52recommend it to everyone if you like
  1369. 46:53this kind of thing and you know don't
  1370. 46:56worry about reading the Tex on the
  1371. 46:57panels here but like this in this
  1372. 46:58section of the of the book he uh he
  1373. 47:01talks about how Comics used to and
  1374. 47:03perhaps still do uh suffer from people
  1375. 47:06assuming that because Comics are a
  1376. 47:07medium made of pictures and words that
  1377. 47:10you can just take a great artist and a
  1378. 47:11great writer and kind of just throw them
  1379. 47:13together and you you've got a great
  1380. 47:15comic and of course in reality if you
  1381. 47:17just put nice words on nice pictures you
  1382. 47:19only end up with something that's pretty
  1383. 47:21like a shallow form of a comic um that
  1384. 47:23doesn't really utilize the true magic of
  1385. 47:25the medium and you know the experience
  1386. 47:27of reading a great comic doesn't just
  1387. 47:29come from the the combination of these
  1388. 47:30two things but it's like it's completely
  1389. 47:33defined by this art forms particular set
  1390. 47:35of special relationships between words
  1391. 47:37and
  1392. 47:38pictures and uh of course like you know
  1393. 47:40the whole point of this talk is to talk
  1394. 47:41about how level design is kind of the
  1395. 47:43same thing or at least it's one way of
  1396. 47:44looking at it and I think we've all
  1397. 47:46played games before where these three
  1398. 47:48elements you know the gam playay and the
  1399. 47:49story and the graphics and the world or
  1400. 47:51whatever um they're all good
  1401. 47:53individually but they don't seem to kind
  1402. 47:54of gel so well um you know not they're
  1403. 47:57not really working together and uh to me
  1404. 48:00when games and level design are at the
  1405. 48:02peak it's all about how these things
  1406. 48:03work together you know for those
  1407. 48:05familiar with the genre um known as
  1408. 48:07immersive Sims that I talked about um to
  1409. 48:09me this these this approach and this set
  1410. 48:12of ideas says a lot about um to me
  1411. 48:15explains a lot about what the immersive
  1412. 48:17part of immersive Sim really means um
  1413. 48:19you know and to me these ideas aren't
  1414. 48:21just extra nice little things to
  1415. 48:22sprinkle on top of your your gameplay
  1416. 48:24and stuff um to add flavor to the player
  1417. 48:26EXP experience i' I'd go as far as
  1418. 48:28saying that these kind of games uh with
  1419. 48:31these kind of games and and the kind of
  1420. 48:32games I'd like to see more of these
  1421. 48:34things are the player experienced you
  1422. 48:36know these these three ideas are what
  1423. 48:37the player is thinking about all the
  1424. 48:40time um you know so I I would argue that
  1425. 48:43the individual pillars of gameplay and
  1426. 48:44graphics and story and all this stuff um
  1427. 48:47they're kind of just means to these ends
  1428. 48:48I would I would say uh you know to be
  1429. 48:51honest I'm not really sure that
  1430. 48:53everybody will agree with that but uh I
  1431. 48:55would hope that you know if I can
  1432. 48:57encourage anyone to uh take this kind of
  1433. 48:59perspective with level design I think it
  1434. 49:00would be a cool thing and finally on top
  1435. 49:02of that as level designers when we work
  1436. 49:04with other disciplines you know like
  1437. 49:06artists and writers and and creative
  1438. 49:07directors and stuff I think the more we
  1439. 49:09can discuss and establish these kinds of
  1440. 49:11ideas as shared goals between
  1441. 49:13departments uh the better and more
  1442. 49:15interesting and the cooler our games
  1443. 49:17will
  1444. 49:17be and that's it thanks for listening I
  1445. 49:20hope it was interesting
  1446. 49:26[Applause]

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