An Approach to Holistic Level Design — Transcript
Full transcript
- 0:00[Music]
- 0:06okay I think I'm going to get started
- 0:08soon
- 0:10um uh hello everyone I'm Steve Lee uh
- 0:13this talk is called an approach to
- 0:14holistic level design um before I get
- 0:17started I'd like to remind everyone to
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- 0:37finally if uh we're looking fairly
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- 0:43enter during the talk and uh also yeah
- 0:48there's no filming allowed after like
- 0:50the first 5 minutes of the talk I've
- 0:51been
- 0:53told okay um so a little about a little
- 0:56bit about me I've been a level designer
- 0:57in the industry for about 10 years now
- 1:00shipping these four games uh the first
- 1:03one in the list is a an open world
- 1:05action driving game uh but since then
- 1:07I've kind of deliberately made Moves
- 1:08towards uh firstperson games and uh
- 1:11games with an increasingly kind of
- 1:13holistic approach to level design uh in
- 1:15terms of how I see it um that satisfy a
- 1:18particular set of values and
- 1:20particularly the last two uh Bioshock
- 1:22and especially this h two um which are
- 1:25games that belong to the Sha known as
- 1:26immersive Sims which I I'll touch on a
- 1:28lot I'll kind of uh yeah discuss a lot
- 1:30of ideas kind of connected to that
- 1:34genre um so one thing to bear in mind is
- 1:36that while I hope the ideas I talk about
- 1:38in this uh presentation are kind of
- 1:40relevant to many kinds of games um I
- 1:43should say that these three games are
- 1:44three of my favorites of all time and
- 1:46they kind of uh you know this talk is
- 1:48very much informed by their
- 1:51sensibilities okay so what do I mean by
- 1:53holistic level design uh the dictionary
- 1:55says uh you know it it will talk about
- 1:58how holistic thinking is generally about
- 2:00seeing everything every part of a design
- 2:02in terms of how it affects the whole and
- 2:04how the whole can be much greater than
- 2:06the sum of its
- 2:07parts uh my favorite summary of this
- 2:09idea is is a quote from this great book
- 2:11called 101 things I learned at
- 2:13architecture school which isn't a level
- 2:15design book but I recommend it to all
- 2:18level designers it's got a lot of stuff
- 2:19that's very that has very strong
- 2:20parallels to the uh the creative process
- 2:23and that kind of thing um the quote is
- 2:25about the nature of beauty and it goes
- 2:27like this uh beauty is due more to the
- 2:30harmonious relationships among the
- 2:31elements of a composition than to the
- 2:33elements themselves and needless to say
- 2:36I think this is often very true of level
- 2:39design um so speaking of the elements of
- 2:42a composition these are the three
- 2:43elements I'm going to talk about um in
- 2:45games which are well refer to which are
- 2:48presentation gameplay and story if you
- 2:51just kind of categorize the all the
- 2:53different parts of games into these
- 2:54three main pillars and note here that by
- 2:57presentation I generally mean all the
- 2:59kind of audio visual output of the game
- 3:01and uh so like graphics and sound and
- 3:04everything the player sees but also like
- 3:06text and stuff like that and I'll get
- 3:07into a while
- 3:08later um now these B big three elements
- 3:11kind of are all you know very important
- 3:13in their own right all deserving of like
- 3:14talks dedicated each of them but uh this
- 3:17talk is specifically about how
- 3:18everything works together so I'm going
- 3:20to focus on topics that emerge from the
- 3:22relationships between these things
- 3:24instead of the things themselves so to
- 3:27explain what I mean by this um between
- 3:29these of gameplay and presentation I'm
- 3:31going to talk about these concepts of
- 3:33affordances and
- 3:35intentionality between uh the way we
- 3:38present things in story emerges this
- 3:40idea we refer to as World
- 3:42building and finally uh between gam
- 3:45playay and story you know emerges this
- 3:47idea of interactive narrative and all
- 3:49that kind of thing so uh yeah so this is
- 3:53a talk to kind of highlight and
- 3:54summarize these things and give a few
- 3:55tips on what we can do to apply them in
- 3:57our level
- 3:58design so first up uh affordance is an
- 4:02intentionality two concepts which emerge
- 4:04from this relationship between gameplay
- 4:06and the way we present things I'm going
- 4:08to talk about affordances first and then
- 4:09use that to lead into the concept of
- 4:11intentionality because they're very
- 4:12strongly uh
- 4:14connected so affordances is this term
- 4:17that is generally considered to come
- 4:18from the world of industrial design a
- 4:21great book to read about this is uh this
- 4:23one the Design of Everyday Things by Don
- 4:26Norman and a classic example of
- 4:29affordances in ction is the design of
- 4:30door handles um so if you look at this
- 4:32photo you can see two doors and uh the
- 4:35one on the left should be pushed the one
- 4:36on the right should be pulled and uh the
- 4:38problem here is that the uh the handles
- 4:40for both of these doors look the same
- 4:42and also they both look like they should
- 4:44be pulled so you can imagine how um you
- 4:46know people will approach the door on
- 4:48the left and intuitively pull it instead
- 4:50of pushing it and look like a bit of a
- 4:52fool um so here we can say that the
- 4:54affordances of these door handles on the
- 4:56left are very poorly designed because
- 4:57they're misleading
- 5:00um by contrast here are some much better
- 5:02door handles where the the push panel on
- 5:04the left clearly affords uh P being
- 5:06pushed in a way that kind of contrasts
- 5:09with the one that should be
- 5:10pulled and indeed the in this case uh
- 5:13the affordances are so clear and strong
- 5:15that you could remove the text from
- 5:16these these door handles and use them
- 5:18anywhere you know in any country and
- 5:20people would just intuitively use them
- 5:21correctly and that's the kind of goal of
- 5:23affordances is that you you know it's
- 5:26about communicating how things work
- 5:28intuitively and we can talk about this
- 5:30as form conveying function to use kind
- 5:32of industrial design
- 5:33lingo and designing affordance as well
- 5:36is a crucial part of Designing anything
- 5:37that is used by people um and of course
- 5:40this includes games and level
- 5:42design uh so what kind of affordances
- 5:44are we talking about when it comes to
- 5:45level
- 5:46design uh this is a screenshot from an
- 5:48early mission in dishonor 2 um edge of
- 5:51the world uh not my mission I'll talk
- 5:52about mine later but um you know so in a
- 5:55fully realized kind of immersive 3D game
- 5:57like Dishonored the most obvious
- 5:59importance is is in in first person
- 6:01level design in particular a visual and
- 6:03they're conveyed through things like
- 6:05layout and lighting and all this kind of
- 6:06stuff all relative to the players's view
- 6:08as they move through the environment so
- 6:11you know some of the main importances
- 6:12we're talking about are like the
- 6:14presentation of the players navigation
- 6:16options in relation to their goals and
- 6:18their obstacles and we you know we
- 6:20design layouts partly to present options
- 6:22to the player about where they can go
- 6:24and what they can do and in the case of
- 6:25Dishonored we we deliberately add a lot
- 6:27of verticality to allow the play is to
- 6:29reach higher viewpoints which you know
- 6:32afford a great a much better view of uh
- 6:34the
- 6:36situation um finally within that layout
- 6:38we have like you know a bunch of
- 6:39specific interactive objects that we add
- 6:41um that afford particular gameplay
- 6:44opportunities you know these can be
- 6:45bottles that could the player could pick
- 6:47up and throw to distract guards or doors
- 6:49that we encourage sneaky players to peek
- 6:52through the key holes and that kind of
- 6:53thing to spy on people in this
- 6:56screenshot we have a street speaker
- 6:57that's hanging above the streets and
- 6:59that the player um can shoot down to
- 7:01distract uh guards and that kind of
- 7:03thing and we also employ this rule that
- 7:05every wall of Light which is the
- 7:07obstacle in the far end of the
- 7:08screenshot um every wall of light is
- 7:11connected by a cable to its power source
- 7:14and so it affords following that cable
- 7:17and uh using a panel you know reaching
- 7:19the power panel to uh disable the wall
- 7:22of
- 7:23light and uh I mentioned that every wall
- 7:25of light follows the rule because uh
- 7:27it's important that these kind of
- 7:28lowlevel gaml affordances uh like this
- 7:31are all consistent uh for example it's
- 7:34it's important that we're very clear
- 7:35about you know all kind of lowlevel
- 7:37interactions like whether a door is
- 7:38interactive or not uh or whe whether
- 7:41this glass can be broken or not and that
- 7:42kind of thing and this this screenshot
- 7:45here is above is about how um at Arcane
- 7:48it's it's forbidden to use the same
- 7:49measures for a non-interactive door as
- 7:51an interactive one because you know we
- 7:54we really want to make it clear so that
- 7:55players don't just kind of only find out
- 7:57that it's a non-interactive one when
- 7:59they've walked up to it um and you know
- 8:01when they try to use it so we tried to
- 8:03establish a very clear visual language
- 8:05like non-interactive dos being
- 8:07physically blocked by things that are
- 8:08always used in this in this world in
- 8:11this district and you know and on a
- 8:14higher level the the fiction of the
- 8:15world like like Dunwall and Cana it
- 8:18there you know there's a reason why
- 8:19there's there's always kind of disease
- 8:21and stuff like that because it justifies
- 8:23buildings being abandoned and closed
- 8:24down and and kind of justifies these
- 8:27level design requirements that you know
- 8:28we don't we can't have every door be
- 8:30interactive
- 8:31right um so yeah we Tred to establish a
- 8:33clear visual language and then stick to
- 8:35it so players can learn uh consistently
- 8:37about how things work and then act with
- 8:39those with that
- 8:41information um as well as those kind of
- 8:43low level affordances uh there are lots
- 8:45of kind of broader higher level ones to
- 8:47consider too U such as commun
- 8:50communicating to the player how broad
- 8:51the possibility space and how much
- 8:52agency they have you know there's
- 8:55there's no there's no use in kind of
- 8:57Designing a big uh complex level for of
- 8:59different stuff if players don't realize
- 9:01that it's non non lineer while they play
- 9:05so uh this is a screenshot of the Dust
- 9:06District which is my mission intoa 2 and
- 9:09I I worked on this with level architect
- 9:11Kristoff lefor uh we knew that the the
- 9:14the mission kind of fundamentally
- 9:15revolved around two factions and a
- 9:17choice about helping one over the other
- 9:20so one of the first things we talked
- 9:21about was reflecting this in the layout
- 9:23at a high level and uh presenting the
- 9:25two factions at a very clear Junction
- 9:27and hopefully this this kind of not only
- 9:29makes it very clear that there's a big
- 9:31choice to make and that it's a
- 9:32fundamental part of this Mission but
- 9:34also you know we hope that it allows the
- 9:36player to look at the layout from this
- 9:38perspective and uh kind of visualize and
- 9:40intuitively understand how different
- 9:43this Mission can be based on their
- 9:46choice um another heavy lifter when it
- 9:48came to high level affordances and
- 9:50exposing the size of the possibility
- 9:52space and that kind of thing uh was the
- 9:54briefing with Megan near the start of
- 9:55the mission and uh the task updates that
- 9:57come afterwards um at the end of the day
- 10:00the the dust district is quite a busy
- 10:01Mission with a a lot of stuff in it that
- 10:03we that we could potentially talk to the
- 10:04player about and you know let them
- 10:06understand but in the end we we kind of
- 10:09we were very deliberate about which
- 10:11information we convey to the player and
- 10:12which stuff we kind of hint at in a
- 10:13vague way and which information we just
- 10:15don't give the player at all so in one
- 10:18category you know there's this there's
- 10:19the crucial stuff about the mission that
- 10:20the player needs to know like you know
- 10:22there's two factions uh this this is the
- 10:24choice you can make and we you know we
- 10:26want to be explicit about the fact that
- 10:28it will change the the future of Cara
- 10:30and you know change the endings and that
- 10:31kind of thing um in kind of the second
- 10:34second category is stuff that we we talk
- 10:36about in vague terms and hint at um kind
- 10:39of you know such as the the fact that
- 10:40you can find a solution to the Ginos
- 10:42loock which is the thing you need to
- 10:43open to progress to the to the next
- 10:45mission you can find a solution without
- 10:47helping the factions in fact if you find
- 10:49out how and we just tell the player that
- 10:51that solution exists but we don't tell
- 10:53them where it is or even what it is and
- 10:55we leave that to players who want to
- 10:56explore and finally we have a bunch of
- 10:59stuff about the mission which we
- 11:00deliberately don't talk to players about
- 11:02at all you know things like um the fact
- 11:04that you can find corvo's old home in
- 11:06this Mission um and things like that but
- 11:10also uh there's this huge thing which is
- 11:13that you know you can skip the entire
- 11:15Mission by solving the gindos lock on
- 11:16your own and it was important to us that
- 11:19we didn't tell the player about this at
- 11:21all we we actually um kind of iterated
- 11:23on the dialogue in the briefing and uh
- 11:26you know kind of tuned the the text and
- 11:27the task updates to make it well sorry
- 11:30the uh information for the objectives
- 11:32and stuff we deliberately triy to Hype
- 11:34it up as something that is really like
- 11:36nobody's done it like nobody in kaker
- 11:38has ever solved this puzzle um to kind
- 11:40of you know make it seem like this big
- 11:41thing that is like this um impossible
- 11:45obstacle you know um but then at the
- 11:47same time we we want we positioned it
- 11:49near the start of the mission so players
- 11:51would find it on their own and Discover
- 11:52it on their own um so like it was
- 11:56important to us that we just didn't talk
- 11:57to the player about this at all and let
- 11:59them Discover it on their own so if
- 12:01you're making nonlinear levels it's
- 12:03really worth thinking about how and how
- 12:04much you choose to be explicit about the
- 12:06size and the content of the levels
- 12:08possibility space we want players to
- 12:10understand the situations they're in but
- 12:12without giving so much away that we
- 12:13spoil surprises and uh we don't want to
- 12:16spoil the genuine experience of like
- 12:18exploration and
- 12:20Discovery fortunately we've Dishonored
- 12:22by making levels that are very nonlinear
- 12:24and very dense uh we're in a cool
- 12:25position where we can promise a lot to
- 12:27the player by telling by being explicit
- 12:29about the mission but then hopefully
- 12:30deliver even more to kind of uh you know
- 12:33surpass people's expectations that we've
- 12:36established um one final thing I wanted
- 12:39to talk about in regarding in relation
- 12:41to affordances is this kind of running
- 12:43Joker or recurring idea that players
- 12:45don't look up in in level design and uh
- 12:48the thing is that while um players
- 12:51looking up has become kind of slightly
- 12:52trickier since uh the big kind of
- 12:55mainstream market moved towards consoles
- 12:56and controllers um you know we kind of
- 12:59know that this isn't true in the case of
- 13:00certain games uh for example in
- 13:02Dishonored you know players look up all
- 13:04the time because they're in a stealth
- 13:05situation and they're very mobile and we
- 13:07teach players that being in High Ground
- 13:10is very safe and it's very uh useful for
- 13:12like surveying the situation um to take
- 13:15another example players look up in
- 13:17Titanfall especially multiplayer because
- 13:20like they're always looking for
- 13:21opportunities to run on walls they're
- 13:23getting sniped out from rooftops and of
- 13:25course there are like 50 foot robots
- 13:26blowing things up so you're going to
- 13:28look up all the time in that game and
- 13:30kind of on a more momentto moment basis
- 13:32you know players look up when they go up
- 13:34a staircase they look up when if they're
- 13:36if they're in a small room but there are
- 13:37cables hanging from the ceiling um a
- 13:40pipe above the player gushing water onto
- 13:42the floor would make them look up uh
- 13:44maybe if they were in a dark room and
- 13:46the only light source is above them they
- 13:47would naturally look up at the the light
- 13:49source so the lesson here here is the
- 13:51lesson here is that when players aren't
- 13:53looking up the problem isn't like
- 13:55players players or the human nature or
- 13:57anything that it's actually like
- 13:59affordances that have kind of emerged
- 14:01without us knowing perhaps um you know
- 14:03and if if the players aren't looking up
- 14:05it's either like maybe we can redesign
- 14:07the uh the way we present the situation
- 14:10they're in to kind of teach them to look
- 14:11up or perhaps we're fighting kind of
- 14:14higher level affordances where the game
- 14:16maybe the rest of the game has taught
- 14:17them that this isn't a game where you
- 14:18need to look up and people are kind of
- 14:20like just running with that higher level
- 14:22affordance from the rest of the
- 14:25game um so the reason I uh talk about
- 14:28affordance as because of how they relate
- 14:30to this other part of the top topic
- 14:32which is player intentionality and
- 14:35because affordances are crucial to
- 14:36facilitate this idea of player
- 14:39intentionality just going to take a
- 14:40quick set um this idea of intentionality
- 14:44in games uh seems to have been coined
- 14:46around 1997 I think partly by Doug
- 14:48Church who did a talk under an essay on
- 14:51gamma Sutra called formal abstract
- 14:53design tools which you can still read
- 14:55online and a book by Janet Murray called
- 14:57Hamlet on the Hol deck which kind kind
- 14:59of explored this in terms of narrative
- 15:01an interactive
- 15:04narrative so there's lots of fancier
- 15:07definitions that you can Google of this
- 15:09but my version is that um acting with
- 15:11intentionality is making conscious
- 15:13choices with specific goals and
- 15:15expectations in
- 15:17mind and this might sound like super
- 15:19basic like something we can take for
- 15:20granted that players are just naturally
- 15:22doing all the time when you play a game
- 15:24um but it's often kind of not the case
- 15:25and often because of kind of maybe uh
- 15:28slightly one key choices in the level
- 15:30design and that kind of thing so here's
- 15:32some examples of weak intentionality
- 15:34that we kind of probably all experience
- 15:35at some point um you know being lost and
- 15:38trying to find something to do or trying
- 15:41to figure out what's going on is of
- 15:42course not really acting with a strong
- 15:44sense of intentionality just kind of
- 15:45wandering around
- 15:46aimlessly um kind of further more doing
- 15:49something without knowing why you're
- 15:50doing it but only because either the
- 15:53game's UI has told you to do it or
- 15:55because it seems like the only thing you
- 15:56can do or because you think it's what
- 15:58the designer wants you to do or you know
- 16:01that that thing where you find a lever
- 16:02in a game and you pull the lever because
- 16:04it's a lever in a video game and you're
- 16:05always supposed to pull levers in video
- 16:06games that's not acting with
- 16:08intentionality that's kind of lame right
- 16:10and uh finally like twitch reacting to
- 16:12certain surprises is not really you know
- 16:15if if a monster jumps out at you from
- 16:17behind a door you've just opened it's
- 16:19more of an instinctive response and not
- 16:20an intentional kind of you know uh
- 16:23choice you know so that doesn't really
- 16:25count as uh intentionality as far as
- 16:27we're concerned and the thing is is that
- 16:30uh enabling player intentionality is at
- 16:33the heart of all immersive Sim gameplay
- 16:35and the way that systems and level
- 16:37design is approached to us this is the
- 16:39whole point of uh you know presenting
- 16:41these gameplay challenges and stuff to
- 16:42the
- 16:43player so uh you know this is why in
- 16:46Dishonored um you know the all of the
- 16:49the game playay mechanics and abilities
- 16:51are revolving around this idea of giving
- 16:53the player unique and combinable powers
- 16:56like blinking and bed time and all this
- 16:57stuff that encourages players to come up
- 16:59with their own ways of solving problems
- 17:01and overcoming
- 17:03obstacles and going back to this
- 17:04screenshot of the edge of the world
- 17:05mission in Des 2 all of these
- 17:08affordances that we were talking about
- 17:09are trying to present the player uh in
- 17:12you know information about their
- 17:13situation so that they can understand
- 17:15their options in relation to their goals
- 17:17and formulate a plan and then act with
- 17:20intentionality this concept of
- 17:22intentionality is so important at arane
- 17:24that as a level designer if you suggest
- 17:26uh a gameplay challenge or an optional
- 17:28puzzle that seems like it's kind of
- 17:30lacking intentionality at any point of
- 17:32the way the idea will just be rejected
- 17:34like it's it's just bad level design as
- 17:36where as far as we concerned and we
- 17:37wherever possible we probably slip up
- 17:40sometimes but wherever possible we
- 17:42always want the player to be acting with
- 17:43intentionality by
- 17:45default so to break the concept down a
- 17:48little these are the four things that I
- 17:49think uh players need in order to act
- 17:51with intentionality first of all is
- 17:53Choice the presentation of a choice uh
- 17:56second is motivation you know having
- 17:57goals in mind
- 17:59the third one is information that they
- 18:01Garner from clear and consistent
- 18:03affordances and finally you need time to
- 18:05process that information you know you
- 18:07can't pressure the player too much uh in
- 18:09order to you know and kind of distract
- 18:11them from the information that they need
- 18:12to have and with those in mind um here
- 18:15are some ways of uh facilitating
- 18:18intentionality first of all it's the
- 18:20clear and consistent affordances that
- 18:21I've talked about um second of all it's
- 18:24this uh it really helps if you present
- 18:26the player with higher level and longer
- 18:27term goals in instead of kind of drip
- 18:29feeding them low level tasks like look
- 18:31over here and walk in that room and
- 18:33press this button it it's it's way
- 18:35cooler to just give them um you know a
- 18:38higher level objective which they can
- 18:39find their own solution to and of course
- 18:42this is how Dishonored always works it's
- 18:43it's you know the textbook Dison mission
- 18:45is you're at this part of the map and
- 18:47somewhere on the other side of the map
- 18:48is some bad guy you got to kill and uh
- 18:51it's up to you how you do it and it's up
- 18:53to you to explore and find your own
- 18:54Journey towards that
- 18:56goal um finally is this um idea of
- 18:59player driven pacing and player
- 19:01initiated action um you know it's just
- 19:03it's generally again it relates to the
- 19:05idea that players need time to uh kind
- 19:07of uh take in the information and
- 19:09formulate a plan it's just way cooler if
- 19:11you can find ways of giving the player
- 19:14space to like you know act
- 19:16intentionally and with this in mind we
- 19:18can consider it a kind of a four-step
- 19:20cycle of a kind of a gameplay cycle um
- 19:23I'm not sure who originally came with
- 19:25this came up with this to be honest it's
- 19:26been mentioned in other talks um GDC
- 19:29like by Clint Hawking Nels Anderson
- 19:31Forest ding have all talked about this
- 19:34um but yeah it can be useful to consider
- 19:36this Loop um is something that the
- 19:38player continuously goes through as they
- 19:40play so if we start at the top with ob
- 19:42observing you know the player is taking
- 19:44in information about their situation and
- 19:47then they use that information and
- 19:48combine it with their their goals and
- 19:50their motivations to form a plan then
- 19:52they execute the plan and then perhaps
- 19:55there's a four fourth uh step where they
- 19:57kind of react in perhaps instinctively
- 20:00to maybe the plan not going to uh as
- 20:03they thought it would or like reacting
- 20:04to some kind of uh emergent kind of
- 20:07situations that arise from it and then
- 20:09they go back to observing of course and
- 20:11there's just constant cycle of taking in
- 20:13information formulating plans and acting
- 20:15with those plans in
- 20:17mind and of course Stealth gameplay is
- 20:20particularly good at emphasizing this
- 20:21Loop um you know um it's built into
- 20:24stealth games that the player starts in
- 20:26a hidden state where they then have time
- 20:28to think and explore and and analyze the
- 20:30situation and then formulate an
- 20:32intention before they reveal themselves
- 20:33and they have to start thinking in a
- 20:35more kind of dynamic way uh and as I
- 20:38said before we uh in Dishonored we we
- 20:39use a combination of play player
- 20:41mobility and verticality in our layouts
- 20:43to empower the player to reach safer
- 20:45High higher places that give them more
- 20:47time and a better perspective for their
- 20:49observation and planning
- 20:51phases uh but a crucial Point here is
- 20:53that you don't need to be making a
- 20:54stealth game to to kind of facilitate
- 20:57intentionality
- 20:58uh this is a screenshot of of Doom 2 on
- 21:01the left which I I love dearly and Doom
- 21:033 which I was a little bit less keen on
- 21:06and uh Doom 3 the thing was partly um
- 21:09because of it's moved towards a scary
- 21:10horror game kind of vibe uh it had a lot
- 21:13of monsters kind of popping out of
- 21:14nowhere and and you know trying to eat
- 21:16your face and that kind of thing and uh
- 21:18often it would like teleport monsters
- 21:20behind you after like doing something
- 21:21arbitrary like picking up some ammo or
- 21:24pulling a lever or something like that
- 21:26and this kind of works for the horror
- 21:27vibe that that it was going for but the
- 21:30a kind of Flip Side to this is that this
- 21:32Reliance on frequent surprises uh where
- 21:34the player has no way of knowing what's
- 21:36going on until it's in their face um it
- 21:38has a side effect of killing a lot of
- 21:40the players's ability to act with
- 21:41intentionality and it's kind of reduced
- 21:43to very shortterm Twitchy responses to
- 21:45things that they didn't expect now uh
- 21:48Doom 2 generally had you know some of
- 21:50these surprises too sometimes you would
- 21:51open a door and a pinkies like in your
- 21:53face and that kind of thing but as well
- 21:55it also offered way more situations
- 21:57where um you know the player was in a
- 22:00much bigger area where they had time to
- 22:02consider the situation and always choose
- 22:04which weapon they wanted to use against
- 22:05these set of monsters I've seen and also
- 22:08in the screenshot on the left which is
- 22:09from uh a classic level called barrels
- 22:11of fun um it would even use setups where
- 22:15enemies were facing away from the player
- 22:17so it was almost like a they they
- 22:18managed to find ways to almost Implement
- 22:20a kind of stealth like approach to the
- 22:22game where you can you know you can see
- 22:24the situation before anyone even knows
- 22:26you're there
- 22:28uh a final point about intentionality is
- 22:30that um it affects how players perceive
- 22:32linearity in level design uh generally I
- 22:35would say if if linearity feels bad part
- 22:38of the reason at least is often because
- 22:40the intentionality is kind of lacking or
- 22:42a little
- 22:43weak um I mentioned earlier that Half
- 22:45Life 2 is one of my favorite games of
- 22:47all time one of the things that people
- 22:49often praise it for is this idea that it
- 22:51makes does a really good job of feeling
- 22:54a lot less linear than it really is and
- 22:57uh I think there's a lot of reasons for
- 22:58this an an engaging story with
- 23:00well-written characters helps a lot um
- 23:02but yeah like I say intentionality I
- 23:04think explains some of this as well um
- 23:06the thing is here is that valve have
- 23:08play tested their level so much and
- 23:10iterated on their affordances uh so much
- 23:12that in general they've they've managed
- 23:14to align what the player wants to do
- 23:16with the thing that they have to do and
- 23:19so even though the game is linear it
- 23:20really feels like you're doing things
- 23:21without knowing why or just because the
- 23:23game told you
- 23:25to um on a similar note portal is even
- 23:28more lineer than half left to and yet
- 23:30generally speaking you know very few
- 23:31people complained about it being lineer
- 23:34it's because even though there's usually
- 23:35only one solution to progress you know
- 23:37being a puzzle game and all um the
- 23:39player has given the time and the
- 23:40freedom and just the right information
- 23:42uh to constantly experiment with the
- 23:44portal gun with intentionality in order
- 23:47to solve that
- 23:50solution uh one way of looking at it uh
- 23:52might sound kind of goofy but I I was
- 23:54thinking about how the more linear your
- 23:56game is um the more you you could kind
- 23:58of say that your job as a level designer
- 24:01kind of has parallels with what the guy
- 24:02is doing in the Inception in the sense
- 24:05that you're trying to present kind of
- 24:07design and present situations in such a
- 24:09way that players will naturally learn
- 24:10and want to do the thing that you want
- 24:12them to do but they will feel that it
- 24:14was their idea all along and if you get
- 24:16this right generally speaking linearity
- 24:18stops being a problem but if you get it
- 24:20wrong you know the players kind of
- 24:21jolted out of their experience they're
- 24:23kind of conscious of of the
- 24:25artificiality of the experience and and
- 24:27they'll reject it you know they they
- 24:29won't be as engaged as a result so the
- 24:32overall point here is that you know
- 24:34whether your game is linear or nonlinear
- 24:36uh intentionality is pretty crucial and
- 24:39fundamental to the gameplay
- 24:42experience I have a little uh note to
- 24:44myself about taking a sip of water here
- 24:46so that's what I'll
- 24:50do um okay so number two of the three
- 24:53big topics uh which emerges from this
- 24:55relationship between the way we present
- 24:57things and the story
- 24:58um is this idea of World building uh I
- 25:02mentioned earlier on you know games like
- 25:04halflife and Bioshock and Dishonored you
- 25:06know these are all games that are
- 25:08praised for like this very rich Vivid
- 25:10sense of place in their world building
- 25:13and to be honest a lot of this is kind
- 25:14of outd Direction stuff and high level
- 25:16story stuff which uh especially if
- 25:18you're in a big company you won't really
- 25:19have a hand in uh kind of you know
- 25:21playing with yourself but I think
- 25:23there's still a lot you can contribute
- 25:25on a lower level uh in order to kind of
- 25:27add to the World building
- 25:29so with this in mind I'm going to
- 25:30present these kind of three little goals
- 25:32for World building which is to create a
- 25:33world that feels unique uh cohesive and
- 25:36meaningful and uh with those tips uh
- 25:39sorry with those goals in mind are a few
- 25:41tips so number one is that uh I suggest
- 25:45that World building must always be
- 25:47specific uh I mean this uh both in terms
- 25:49of like being detailed in in the kind of
- 25:52the kind of ideas you're presenting and
- 25:53not just being vague ideas of like it's
- 25:56the future and there's war and C
- 25:58operations like if if that's all you
- 25:59present then you you might be
- 26:01establishing genre but you're not really
- 26:02building a specific world and Fin and
- 26:05the other thing is that yeah like I said
- 26:06the idea must be the more specific to
- 26:08your world that this idea is like this
- 26:10particular games world and not like all
- 26:12Sci-Fi games or allw games or whatever
- 26:15you know the more you're building a a
- 26:16particular thing because you know people
- 26:18can only judge your world based on the
- 26:20things that are unique about it or those
- 26:22are the things that will stand out the
- 26:24most and uh you know one thing is here
- 26:26that it doesn't necessarily mean that
- 26:27everything has to be completely original
- 26:30um Harvey Smith our creative director on
- 26:32dis 2 he talked a lot about um in
- 26:35interviews and stuff about um well he
- 26:38used Kiran gindos as an example of how
- 26:40he's kind of quite a well-used archetype
- 26:42in this kind of game he's kind of a
- 26:44crazy Evil Genius scientist guy um but
- 26:47by layering details and specificity on
- 26:49top of this archetype he tends uh you
- 26:51know he turns the character from someone
- 26:53who could who could feel like a bit of a
- 26:55cliche into someone who feels unique
- 26:57enough to contribute to this world and
- 26:59the world building you know so to run
- 27:01through those examples you know our
- 27:03crazy evil scientist guy happens to look
- 27:05like this weird love child of like
- 27:06Nicola Tesla and Prince uh you know he
- 27:10he builds robots and gives them his own
- 27:11voice which is a bit weird and you know
- 27:13when he's test with like securing an
- 27:16important building he does it with this
- 27:17super obscure puzzle the gind daslu um
- 27:20as a way of kind of reving in his own
- 27:22intellect and finally he he you know he
- 27:24lost his finger and thumb in an
- 27:26industrial accent and he has this bionic
- 27:27thumb that he can smoke like a pipe and
- 27:30it's just you know these details might
- 27:31seem kind of trivial on their own but Al
- 27:34altogether they add enough specificity
- 27:36to the character to make him stop
- 27:38feeling like just kind of a Trope or
- 27:40whatever um and becomes unique enough to
- 27:43cont contribute to the World
- 27:45building with that kind of stuff in mind
- 27:47I tried to populate the dust District
- 27:49which was my mission um with scenes that
- 27:51help build the world and tell tell
- 27:53stories that feel specific to the
- 27:54Dishonored universe and also to this
- 27:57this particular District which has its
- 27:59own unique story so just to run them run
- 28:01through them quickly like this uh on the
- 28:04left is a scene about the inside the the
- 28:06black market which is kind of a you know
- 28:08video game shop where you can go in and
- 28:10talk to someone and uh spend your money
- 28:12on nice items and things um but I didn't
- 28:15want it to just be a pure gameplay thing
- 28:17uh so I added this scene where howlers
- 28:19who were like the the crime Mafia like
- 28:21style faction um they're harassing the
- 28:24shopkeeper for protection money and
- 28:26supposedly kind of claiming that they're
- 28:28protecting them from the overseers who
- 28:30wouldn't agree with the fact that
- 28:31they're selling magical stuff like bone
- 28:33Champs and stuff in their shop um the
- 28:36scene in the middle is this uh scene
- 28:38where overseers are executing civilians
- 28:40for breaking their kind of um religious
- 28:42principles and doing things that are
- 28:44considered impure and forbidden again
- 28:46which is this kind of an idea that's
- 28:47quite specific to their ideology and
- 28:49it's kind of fleshing out them as a
- 28:51faction and on the right there's a scene
- 28:53where inside the over overseer Outpost
- 28:55where an overseer is mercy killing a
- 28:57friend and over overseer after he was
- 28:59mortally wounded in a fights with Howers
- 29:02and uh you know through the way it's
- 29:03done and the way they talk about it I
- 29:05hope that it reflects a special kind of
- 29:07discipline and conviction that is that
- 29:09characterizes the way the overseers
- 29:10think and so all all of these things are
- 29:13supposed to kind of um you know convey
- 29:15information that is specific to these
- 29:16factions in this district and this
- 29:19game um so yeah in general World
- 29:22building is uh it should be as specific
- 29:23as we can make it uh the point number
- 29:25two was that we should always be World
- 29:27building you know like try not to see it
- 29:29as something where you kind of uh off
- 29:32the critical path you have like a small
- 29:33little room with some World building
- 29:35stuff and then you go back to the
- 29:36gameplay where you're shooting monsters
- 29:37like try and if you can try and approach
- 29:39every idea in your level as an
- 29:41opportunity uh to to build the world you
- 29:44know every NPC you place or you can talk
- 29:46to every objective or side quest every
- 29:49every kind of piece of loot that you
- 29:51place in a meaningful position could be
- 29:53you know can develop the world uh in in
- 29:55some way so try and look at all of these
- 29:57things as
- 29:59opportunities I've got a couple of kind
- 30:01of small examples of this is just that
- 30:02um in uh in the dust District this this
- 30:05building on the uh on the right the one
- 30:07in the red um originally this was just
- 30:09like a facade like an empty building
- 30:11with no interior that you couldn't go
- 30:12into um and at some point I I realized
- 30:16that it would be really useful to open
- 30:17up the building so you can go in and you
- 30:20know so to present the player with more
- 30:22navigation options around this area and
- 30:24we could have easily made this just like
- 30:26another generic abandoned Apartment
- 30:28but instead like through the way we we
- 30:30did the kind of set dressing and
- 30:31appropriate placement of Loot and by
- 30:34adding a note for the player to read we
- 30:36tried to tell a story about someone who
- 30:37used to live here but got kicked out by
- 30:39the overseers when they were kind of
- 30:41moving into the territory and you know
- 30:43invading on on the area so it's just a
- 30:45small example of how something that
- 30:47could have been just this generic empty
- 30:48room we we used even that to tell a
- 30:51story and uh similarly with a room
- 30:53inside the overseer Outpost um you know
- 30:57I knew that from a game play an
- 30:58exploration point of view I wanted a
- 31:00room with Juicy loot to pick up um and
- 31:02again we we tried to find a way that is
- 31:04specific to kind of not only justify it
- 31:06in the world but to you know build the
- 31:08world of it so we made it into a room
- 31:10where the overseers are confiscating
- 31:12things that kind of break their
- 31:13religious principles and so we uh we
- 31:15chose to add like bone chams and stuff
- 31:17like that in there to support this
- 31:21idea um and the third third point is
- 31:23about World building particularly in
- 31:25this kind of game maybe and maybe not
- 31:27for all kinds of games but it's it's
- 31:29good to be if your world building says
- 31:31things about the people in the world um
- 31:33world building is a form of Storytelling
- 31:35and stories are always about people um
- 31:38in film there's a great example of this
- 31:40uh in Children of Men uh which I really
- 31:42recommend if you haven't seen it um in
- 31:45in which the World building is always
- 31:46about people and and what would become
- 31:47of us in a world where hope is kind of
- 31:49fading away um and practically every
- 31:52shot of this movie the background and am
- 31:54me on S and all that stuff is is
- 31:55speaking to us about how this loss of
- 31:58Hope would change our society you know
- 32:00it would change like the role of police
- 32:03uh people's political values like
- 32:04attitudes to immigrants and that kind of
- 32:06thing and even our attitudes to suicide
- 32:08in this
- 32:09case um in games the the classic example
- 32:12is BioShock where you know every part of
- 32:14its world is trying to tell and support
- 32:16this idea of um how a society might
- 32:19crumble if people were you know
- 32:20relentlessly pursuing progress in this
- 32:22Rand and objectivist kind of
- 32:25way um one little thing I really like in
- 32:27the game Metro 2033 which is this kind
- 32:30of
- 32:31post-apocalyptic uh game um is this
- 32:34decision to show a child playing with a
- 32:35toy car inside the player's Hub area
- 32:38with an adult watching over him um it
- 32:41feels quite memorable and appropriate
- 32:43and meaningful in the context of this
- 32:44particular game because it symbolizes
- 32:46how people in this world aren't just
- 32:48killing the monsters cuz monsters are
- 32:50bad but they're they're trying to save
- 32:52uh the future and build a future for
- 32:54their children and it supports the
- 32:56game's kind of recurring ideas and
- 32:57themes
- 32:58that are reflected throughout the game
- 32:59and in its branching endings and stuff
- 33:01about how survival in this world is
- 33:03about more than just like fighting and
- 33:05defeating enemies but it's also about
- 33:07holding on to like our wisdom and
- 33:09compassion and empathy during kind of
- 33:11dark times so you know it's a simple
- 33:14idea but it resonates with the
- 33:16particular themes of this particular
- 33:17game and
- 33:19World um and for me in the case of
- 33:21Dishonored you know in my head it's the
- 33:24world is uh generally about like power
- 33:26relationships and Corruption and this
- 33:28idea that everyone depending on their
- 33:30place in society is kind of either
- 33:31screwing somebody else over or being
- 33:33screwed over by somebody else and of
- 33:35course it's the lower class citizens who
- 33:37get screwed the most so for example in
- 33:40the dust District um which is kind of
- 33:42like this lower class area near the kind
- 33:45of a mining District um we added this uh
- 33:48kind of wooden weird wooden kind of
- 33:50raised Street structure that people have
- 33:52built uh in response to the dust storms
- 33:55and environmental problems that have
- 33:56been caused by the dukee
- 33:58and so they've kind of been figuratively
- 34:00pushed on the ground by the problems
- 34:01caused by the the people in power but
- 34:04also they're kind of Trapped literally
- 34:06in the middle of these this ideological
- 34:08fight between the two factions and this
- 34:10street is placed in the middle of the
- 34:11map in between those two hqs and so it's
- 34:13supposed to be something that you know
- 34:15more than just look looking cool it's
- 34:17meant to be a symbol of uh you know
- 34:20something that is unique to this the
- 34:21story of this district and its people
- 34:23and support the broader themes and the
- 34:24tone of the soned universe in general
- 34:27this idea that people are being victims
- 34:29of the people above them
- 34:32essentially um so yeah to summarize you
- 34:34know um three points one point number
- 34:37one was World building must be specific
- 34:39uh Point number two was always be World
- 34:41building and don't just see it as a kind
- 34:43of extra thing and point number three
- 34:45was uh you know the importance of saying
- 34:47things about people in your world or
- 34:49relating to human ideas in
- 34:52general um and the third part is uh how
- 34:56am I doing with time oh
- 34:58the third part is interactive narrative
- 34:59this idea that emerges from the
- 35:01relationship between inter interactivity
- 35:03and
- 35:06story um so one little disclaimer here
- 35:10is that this is a huge topic that I
- 35:12should not be trying to tackle in 15
- 35:14minutes but uh I'm going to try and hone
- 35:16in on one or two particular ways of
- 35:18approaching this topic that are kind of
- 35:20resonate with me personally and that I
- 35:22kind of think are a big deal um I
- 35:24realized that um everything or most of
- 35:27the stuff I wanted to say related to
- 35:29this idea of Show and Tell um and
- 35:33specifically the fact that in the
- 35:34context of um interactive narrative in
- 35:37particular I I don't think this is a
- 35:39really good phrase for us to to kind of
- 35:41use as a guiding principle and I think
- 35:43we should be careful about it um it's
- 35:46useful for a lot of aspects of level
- 35:47design like the World building stuff in
- 35:49the sense that it encourages people to
- 35:51think about communicating stuff visually
- 35:53and in the world in front of the player
- 35:55which is cool um and not you know not
- 35:57just using cut scenes and Big Blocks of
- 35:59text and stuff like that but my my
- 36:02argument would be that specifically in
- 36:04in in terms of like interactive
- 36:05narrative only show showing and telling
- 36:08things is just not the full thing we
- 36:10should we need to do more than that um
- 36:12and the reason why this phrase is kind
- 36:14of problematic is because we've lifted
- 36:15it from passive mediums like uh films
- 36:18and novels and uh you know which which
- 36:20don't need to worry about interactivity
- 36:22at all so with that said like I think we
- 36:25can get somewhere that's more useful to
- 36:26us if we look at what this phrase means
- 36:28to those mediums rather than focusing on
- 36:30the phrase
- 36:31itself um so to explain what I mean by
- 36:34this like um in film show don't tell is
- 36:37uh generally about this idea of telling
- 36:38the story using the unique strength of
- 36:40the medium which in the case of film is
- 36:43moving pictures and editing between them
- 36:45in a way that creates dram and you know
- 36:47evokes ideas um in literature by
- 36:51contrast show don't tell is about the
- 36:53idea of writing in a way that evokes
- 36:55ideas and drama in the play the reader's
- 36:58mind and
- 36:59Imagination um you know so instead of
- 37:01like simply telling the reader things
- 37:03like John was very sad when he said
- 37:05goodbye or like old abandoned playground
- 37:07had a really creepy atmosphere we need
- 37:09to write in a way that evokes these
- 37:11ideas instead of just like throws them
- 37:13in the rudest
- 37:14face um so if we take those two key
- 37:16Paths of uh those kind of ideas we have
- 37:19unique using the unique strength of the
- 37:21medium and evoking drama and ideas in
- 37:24the audience's mind and personally I
- 37:26think pretty much every every game that
- 37:28is kind of interesting from an
- 37:29interactive narrative point of view does
- 37:32at least one of these things well um you
- 37:34know some games kind of naturally lean
- 37:36towards one or the other but yeah it
- 37:38does one of them I find and so first of
- 37:41all you know a couple of a few examples
- 37:43of using the unique strength for the
- 37:44medium um to me like the idea of uh well
- 37:50of course in in infective uh media
- 37:53interactivity is the unique strength of
- 37:54the medium and combining uh you know
- 37:57inter activity with narrative naturally
- 37:59leads us towards this idea of empowering
- 38:01the player to act with what I'll call
- 38:03narrative
- 38:04intentionality I talked about
- 38:06intentionality earlier but mostly in
- 38:08terms of like gaml and gameplay goals
- 38:11but here we're talking about the idea of
- 38:13you know giving the player the
- 38:14information and the time and the
- 38:15opportunity to make intentional choices
- 38:18but with narrative goals in mind and not
- 38:19just gameplay
- 38:21ones I also mentioned how Dishonored and
- 38:23immersive Sims revolve around
- 38:25intentionality and this kind of goes for
- 38:27Nar intentionality too at least in
- 38:29dison's case especially like um so like
- 38:32in Don's uh case um narrative
- 38:35intentionality is kind of built into the
- 38:36game at a systems level in the sense
- 38:39that every NPC in the game can be uh you
- 38:41know you can either sneak around them or
- 38:43you can deal with them non-lethally or
- 38:45you can murder them horribly of course
- 38:47and we tell the players that this will
- 38:49change the story in the world and
- 38:51certain scenes in the game and the
- 38:53endings and that kind of thing and so
- 38:55what this does is it transforms like a
- 38:56simple what would be a simple gameplay
- 38:58Choice into an opportunity to act and
- 39:01express narrative intentionality every
- 39:03time you encounter an NPC that's kind of
- 39:06that's the kind of thing we're into um
- 39:08going back to the dust districts um one
- 39:10of the main things that appealed to me
- 39:11about this particular Mission when I was
- 39:13kind of given the mission to work on uh
- 39:16is that its premise revolves around this
- 39:17idea of choosing a faction and how and
- 39:20making a choice that will affect the
- 39:21endings of the game so you know the the
- 39:24mission the unique thing about the
- 39:25mission is this act of narrative
- 39:27intentionality kind of built into the
- 39:29whole premise of the
- 39:30mission um and with that kind of thing
- 39:32in mind you know I mentioned uh in the
- 39:33world building section these three
- 39:35scenes that I Tred to develop the world
- 39:37with in some way uh but another kind of
- 39:40aspect of it is that I I deliberately
- 39:42designed them to um kind of encourage
- 39:45the player to act with intent narrative
- 39:47intentionality so you know two things
- 39:49about these scenes is that first of all
- 39:50they're not just scenes that you watch
- 39:52uh I'm not just showing and telling
- 39:54story here these scenes are deliberately
- 39:56designed to be interrupted and
- 39:57interacted with and they all have like
- 39:59extra lines and scripting and stuff
- 40:01beyond the main scene um in order to
- 40:04react to certain choices that the player
- 40:05can make um and secondly these scenes
- 40:09are there to present interesting
- 40:10dramatic situations which invite the
- 40:12player to interact with narrative goals
- 40:14and values in mind and not just gameplay
- 40:17ones you know as far as I'm concerned
- 40:19whenever I can make a player make
- 40:21gameplay choices as they're moving
- 40:22through a level with narrative goals in
- 40:24mind and not gameplay ones it's kind of
- 40:26more interesting and you know cooler and
- 40:28more immersive and that kind of thing
- 40:30and so yeah when any opportunity I can
- 40:32do uh take to do that I kind of try and
- 40:34take
- 40:35it um so that was about you know using
- 40:38the unique strength of the medium which
- 40:39is agency and how that leads to
- 40:42narrative
- 40:43intentionality um if we take a look at
- 40:45the literature's take on this phrase we
- 40:47have this idea of evoking dram and ideas
- 40:49in the audience's mind and
- 40:53uh yeah I've got an example of this I
- 40:56got three examples of this in the first
- 40:57one is like a kind of lowlevel in the-
- 40:59moment kind of thing it's a bit of a pet
- 41:01peeve of mine um
- 41:04when like basically when something very
- 41:07dramatic and perilous is happening to
- 41:09the player character but in the game
- 41:11it's it's presented as a cut scene so
- 41:13control is taken away away from the
- 41:15player just before it happens and so
- 41:17while the character is thinking oh my
- 41:18God I'm in Peril the player is thinking
- 41:21oh it's a cut scene I can relax I don't
- 41:22have to do anything and it's the
- 41:24complete opposite of what the character
- 41:25is supposed to be thinking um so it's
- 41:27just like you know I'm I'm bit sensitive
- 41:29to this it always drives me mad um by
- 41:32contrast this example this scene from
- 41:34Uncharted 2 where you're navigating this
- 41:36collapsing building when the helicopter
- 41:37is blowing it up um is you know kind of
- 41:40a a crazy extreme expensive example it's
- 41:42amazing um but like the cool thing here
- 41:45is that Nathan Drake is kind of crapping
- 41:47his pant and thinking oh my God what am
- 41:48I going to do and the player is
- 41:50hopefully figuratively cropping their
- 41:52pants and thinking oh my God what am I
- 41:53going to do and so they perfectly they
- 41:55put spent a lot of money and time to
- 41:57align the players Thoughts with the
- 41:59character's thoughts in this dramatic
- 42:01situation you know it reminds me of this
- 42:04phrase by quote from Frank CER who's
- 42:06like a a filmmaker from the 30s I think
- 42:09who talked about how he he made mistakes
- 42:11in drama I thought drama was an actors
- 42:13cried but drama is when the audience
- 42:15cries and of course you know we can we
- 42:17can take that idea and and apply it to
- 42:19games because we want the players
- 42:20experience to be these dramatic highs
- 42:23and lows and not just something they see
- 42:25on the screen
- 42:27uh my second example of evoking ideas is
- 42:30this um classic pick up the can scene
- 42:32from Half Life 2 um for anyone who
- 42:35hasn't played it um well first of all
- 42:37shame on you you should really play Half
- 42:38Life 2 it's really good but secondly
- 42:41it's um it's basically a tutorial for
- 42:42the player for picking up and
- 42:44interacting with physics objects but
- 42:45what's cool is that the level designer
- 42:47used it um as an opportunity to allow
- 42:51players to act with a Nar narrative
- 42:52intentionality you know between they
- 42:55when you pick up the can the game tells
- 42:57you that um you can either put it in the
- 42:59in the trash can or you can throw it at
- 43:01the combined guy's head and you know
- 43:03this choice between obeying and
- 43:05rebelling is is is a narrative thing you
- 43:07know that the players going to consider
- 43:08when they uh you know go through this T
- 43:11tutorial but an extra cool thing about
- 43:13this is that these two particular
- 43:15choices these this idea of obeying and
- 43:17rebelling basically sum up like the the
- 43:20The Human Condition of people in the
- 43:22world of City 17 you know every citizen
- 43:25here is struggling with this choice of
- 43:26whether or not they should obey and
- 43:27conform or resist and rebel and so by
- 43:31being oppressed by the combine directly
- 43:33and making this Choice yourselves um the
- 43:35player relates to their plates
- 43:36essentially and relates to them as as
- 43:38people and so when you come up to this
- 43:40scene later in the game you don't just
- 43:42shoot the baddies because they're
- 43:43buddies in a video game but you
- 43:45naturally side with the civilians
- 43:46because you relate to them and you
- 43:48naturally oppose to the combine based on
- 43:50a personal interactive experience that
- 43:51came before so even though half left 2
- 43:55story in game plays is pretty linear and
- 43:57stu um to me it still qualifies as you
- 43:59know solid immersive interactive uh
- 44:02storytelling because it's it's very
- 44:03smart about emotionally involving the
- 44:05player in the ideas and themes of the
- 44:07story and my final example is uh might
- 44:11be a surprised to immersive Sim people
- 44:13Cu uh people generally immersive Sim
- 44:15people don't aren't so keen on this game
- 44:17um but I think this particular scene is
- 44:19amazing um so near the start of the
- 44:22game uh this it's establishing you as
- 44:24the main character this fa in a game
- 44:27about losing your child and desperately
- 44:29wanting to save them and doing anything
- 44:30to save them and uh you know in you're
- 44:33out in the garden play fighting in this
- 44:34kind of very M dramatic Star Wars kind
- 44:36of way and then you know uh as with most
- 44:39of a lot of heavy rain um it's a
- 44:40sequence of QuickTime events where you
- 44:43know you have a prompt to press the
- 44:44button on screen and uh you know like
- 44:48you have based on whether or not you
- 44:49succeed or fail at this the game shows
- 44:52you a different animation
- 44:53essentially now the interesting thing
- 44:55here is that if we follow our play our
- 44:57kind of gamer instincts to just try and
- 45:00win the sequence we end up being a super
- 45:02douchy dad in the process and uh this
- 45:05scene like I've watched a lot of
- 45:06playthroughs of this on YouTube and
- 45:07stuff and it's really good at making
- 45:09players realize this as they play and
- 45:11change their the way they play based of
- 45:14based on this kind of narrative desire
- 45:15to play the role of a good dad and so
- 45:18it's cool because it's like you know the
- 45:20subject of subtext of this scene is
- 45:22quite Grand in the sense that it's uh
- 45:25you know it kind of reflects this the
- 45:26fundament nature of becoming a parent in
- 45:28the sense that when you have a kid you
- 45:30know it's like it changes your life in a
- 45:32way that means that succeeding in your
- 45:34own kind of selfish terms is no longer
- 45:36the priority and that's what this whole
- 45:38scene is about conveys
- 45:40interactively um so yeah it's a great
- 45:42example of how we can take even
- 45:44something that seems kind of basic and
- 45:45binary um and typically trivial as is
- 45:48like pressing a button in time but use
- 45:50it to kind of interactively evoke some
- 45:52fairly big ideas about the story and
- 45:54about life in general even and all of
- 45:57this is inside the player's mind without
- 45:59explicitly telling them anything which
- 46:00is
- 46:02awesome so uh to summarize um yeah these
- 46:06are my three points about narrative
- 46:08interactive narrative know number one
- 46:10was striving to do more than just show
- 46:11and tell wherever possible number two
- 46:14was empowering the player to act with
- 46:16narrative
- 46:17intentionality and or you know depending
- 46:19on your kind of game we can try and
- 46:21think of ways to evoke drama and story
- 46:23and ideas in the player's mind and not
- 46:25just on sh on
- 46:27screen uh and so we're close we got a
- 46:30couple of minutes so yeah to wrap up um
- 46:34as a closing thought I I thought about
- 46:35this particular section of a book called
- 46:37understanding Comics by Scott McLoud
- 46:39which is a super smart book that I
- 46:40recommend to everyone um uh it's kind of
- 46:43written to uh educate people and change
- 46:46people's perspective on Comics but I
- 46:47think it has the effect of doing this uh
- 46:49you know changing the way we look at
- 46:50pretty much every medium and I really
- 46:52recommend it to everyone if you like
- 46:53this kind of thing and you know don't
- 46:56worry about reading the Tex on the
- 46:57panels here but like this in this
- 46:58section of the of the book he uh he
- 47:01talks about how Comics used to and
- 47:03perhaps still do uh suffer from people
- 47:06assuming that because Comics are a
- 47:07medium made of pictures and words that
- 47:10you can just take a great artist and a
- 47:11great writer and kind of just throw them
- 47:13together and you you've got a great
- 47:15comic and of course in reality if you
- 47:17just put nice words on nice pictures you
- 47:19only end up with something that's pretty
- 47:21like a shallow form of a comic um that
- 47:23doesn't really utilize the true magic of
- 47:25the medium and you know the experience
- 47:27of reading a great comic doesn't just
- 47:29come from the the combination of these
- 47:30two things but it's like it's completely
- 47:33defined by this art forms particular set
- 47:35of special relationships between words
- 47:37and
- 47:38pictures and uh of course like you know
- 47:40the whole point of this talk is to talk
- 47:41about how level design is kind of the
- 47:43same thing or at least it's one way of
- 47:44looking at it and I think we've all
- 47:46played games before where these three
- 47:48elements you know the gam playay and the
- 47:49story and the graphics and the world or
- 47:51whatever um they're all good
- 47:53individually but they don't seem to kind
- 47:54of gel so well um you know not they're
- 47:57not really working together and uh to me
- 48:00when games and level design are at the
- 48:02peak it's all about how these things
- 48:03work together you know for those
- 48:05familiar with the genre um known as
- 48:07immersive Sims that I talked about um to
- 48:09me this these this approach and this set
- 48:12of ideas says a lot about um to me
- 48:15explains a lot about what the immersive
- 48:17part of immersive Sim really means um
- 48:19you know and to me these ideas aren't
- 48:21just extra nice little things to
- 48:22sprinkle on top of your your gameplay
- 48:24and stuff um to add flavor to the player
- 48:26EXP experience i' I'd go as far as
- 48:28saying that these kind of games uh with
- 48:31these kind of games and and the kind of
- 48:32games I'd like to see more of these
- 48:34things are the player experienced you
- 48:36know these these three ideas are what
- 48:37the player is thinking about all the
- 48:40time um you know so I I would argue that
- 48:43the individual pillars of gameplay and
- 48:44graphics and story and all this stuff um
- 48:47they're kind of just means to these ends
- 48:48I would I would say uh you know to be
- 48:51honest I'm not really sure that
- 48:53everybody will agree with that but uh I
- 48:55would hope that you know if I can
- 48:57encourage anyone to uh take this kind of
- 48:59perspective with level design I think it
- 49:00would be a cool thing and finally on top
- 49:02of that as level designers when we work
- 49:04with other disciplines you know like
- 49:06artists and writers and and creative
- 49:07directors and stuff I think the more we
- 49:09can discuss and establish these kinds of
- 49:11ideas as shared goals between
- 49:13departments uh the better and more
- 49:15interesting and the cooler our games
- 49:17will
- 49:17be and that's it thanks for listening I
- 49:20hope it was interesting
- 49:26[Applause]
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