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Designing Radically Non-Linear Single Player Levels — Transcript

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  1. 0:02[Music]
  2. 0:05all right
  3. 0:06hi everyone i'm aubrey sir i've been
  4. 0:08doing level design for 10 years
  5. 0:10these days i run a small indie game
  6. 0:11company called 12 east games where i
  7. 0:13still do level design
  8. 0:16but i'm better known for my previous
  9. 0:18work at wolfire where we organized the
  10. 0:20first humble bundle and made games like
  11. 0:22overgrowth
  12. 0:23i also collaborate with other indies
  13. 0:25making art and levels
  14. 0:26my focus is on a specific type of level
  15. 0:28which is why i'm here to talk to you at
  16. 0:30gdc
  17. 0:31today i'm going to share with you my
  18. 0:32favorite kind of levels to design which
  19. 0:34i call
  20. 0:35radically non-linear levels my talk has
  21. 0:37three
  22. 0:38sections first i'll define exactly what
  23. 0:41i mean
  24. 0:41by radically non-linear levels how
  25. 0:44they're based around the idea of free
  26. 0:45movement and sandbox play
  27. 0:47and activating the space second i'll
  28. 0:50describe the basics on how to build them
  29. 0:52like
  30. 0:52layout options in typical dynamics and
  31. 0:55finally i'll explain some techniques i
  32. 0:56use to fix common issues that may come
  33. 0:58up
  34. 0:58in radically non-linear maps like the
  35. 1:00map feeling empty
  36. 1:02or not having enough structure then i'll
  37. 1:04wrap it up with a recap and final
  38. 1:06example
  39. 1:08but before that i want to mention an
  40. 1:09idea i think we as level designers
  41. 1:11probably
  42. 1:12agree with that idea is that all
  43. 1:14conventional levels
  44. 1:15feature some openness and some linearity
  45. 1:18in other words all levels have places
  46. 1:20you can go
  47. 1:21and places that are blocked these are
  48. 1:23some of our most fundamental level
  49. 1:25design tools
  50. 1:26paths and walls linear levels start with
  51. 1:29making paths
  52. 1:30often even when we talk about nonlinear
  53. 1:33levels what's described are levels with
  54. 1:34branching paths
  55. 1:36these kinds of levels can be great but
  56. 1:38an alternative kind of level
  57. 1:40is based on the opposite idea instead of
  58. 1:42building paths
  59. 1:43you start with an area of movable space
  60. 1:45and place walls to block the player
  61. 1:47the team behind hitman calls these types
  62. 1:49of levels non-linear sandboxes
  63. 1:51a radically non-linear level is a
  64. 1:53sandbox level that is designed to
  65. 1:55encourage
  66. 1:55unpredictable player movement and
  67. 1:57exploration of the space
  68. 1:59all sorts of single-player levels fit
  69. 2:01this paradigm which i'll give some
  70. 2:03examples of in a moment
  71. 2:04and there's also a lot of stuff in
  72. 2:05between even highly linear levels
  73. 2:08have open areas in them and there's an
  74. 2:10obvious overlap between
  75. 2:12this kind of level and most multiplayer
  76. 2:14arenas so i think these techniques apply
  77. 2:16to any space the player's free to move
  78. 2:18in
  79. 2:19so i hope some of these ideas can help
  80. 2:21you in whatever kind of level you might
  81. 2:22be working on
  82. 2:25despite that overlap i think this type
  83. 2:27of level is a distinct
  84. 2:29is distinct and interesting i didn't
  85. 2:31always feel that way though
  86. 2:32let me tell you about my first
  87. 2:33commercial level design job
  88. 2:36it was for a game called darkest of days
  89. 2:38i was hired as an artist
  90. 2:40but was immediately put to work on level
  91. 2:42design
  92. 2:43outside of a few excitebike tracks i
  93. 2:45made when i was eight
  94. 2:46i had almost no level design experience
  95. 2:49in fact
  96. 2:50this was the first major game project
  97. 2:51for most of the team
  98. 2:53we had our own custom engine and tools
  99. 2:55but they were lacking some basic
  100. 2:56functions
  101. 2:57for example the map editor had no undo
  102. 2:59function so in that way it was a lot
  103. 3:01like this talk
  104. 3:03i had to try to do everything perfectly
  105. 3:05the first try
  106. 3:09on the one hand it's nice to get paid to
  107. 3:11learn on the other hand it's a lot of
  108. 3:13pressure to care about your work and not
  109. 3:14know how to do it
  110. 3:15but don't worry it turned out okay
  111. 3:23as we were making these maps our lead
  112. 3:24engineer jeff kept
  113. 3:26mentioning that he thought his test maps
  114. 3:28were more fun than what we were making
  115. 3:30we were constantly running up against
  116. 3:32the problem we couldn't reconcile
  117. 3:34we wanted to make a cinematic game like
  118. 3:35call of duty modern warfare
  119. 3:37but we also wanted large dynamic battles
  120. 3:39and open spaces
  121. 3:41trying to solve this problem is how i
  122. 3:42became interested in the idea of
  123. 3:44radically non-linear maps
  124. 3:46worked on a lot of games with them and
  125. 3:47ultimately how they became my favorite
  126. 3:49kind of map
  127. 3:57with that out of the way here's part one
  128. 4:00i'll define exactly what i mean by
  129. 4:01radically nonlinear levels
  130. 4:05when i first started researching this
  131. 4:06question i wanted to find a really
  132. 4:08fundamental example of what i meant that
  133. 4:10everybody would be familiar with and the
  134. 4:11oldest
  135. 4:12clearest example i found was pac-man but
  136. 4:14we're going to talk about miss pac-man
  137. 4:16because it's a better game
  138. 4:17so why miss pac-man the map is open
  139. 4:21enough to offer free-form tactical
  140. 4:22choices
  141. 4:23like which path to take to avoid ghosts
  142. 4:26and large enough for strategic choices
  143. 4:28if you're gonna eat a power pellet or go
  144. 4:30for the bonus fruit
  145. 4:32the designer of miss pac-man mentioned
  146. 4:34that each ghost has a different behavior
  147. 4:36and in this way each ghost is a unique
  148. 4:38risk factor which the player
  149. 4:40player needs to consider and there's
  150. 4:42some other interesting things about miss
  151. 4:43pacman maps
  152. 4:45it's small enough so that the whole map
  153. 4:46is in play and i'm going to touch on why
  154. 4:48this is important later
  155. 4:50all the systems are legible in some
  156. 4:51sense complex enough to be interesting
  157. 4:54but transparent enough to be predictable
  158. 4:56there's no exit
  159. 4:58this is a common thing for this kind of
  160. 4:59map even in uh radically
  161. 5:01even if a radically non-linear map has
  162. 5:03an exit the player often ignores it
  163. 5:04until other objectives are met
  164. 5:06in that same way the starting point
  165. 5:08isn't very important either
  166. 5:10because you don't know how the player is
  167. 5:11going to move through the map you have
  168. 5:12very few tools for pacing in linear
  169. 5:14storytelling
  170. 5:16miss pac-man handles tension with
  171. 5:17dynamic systems where timing is
  172. 5:19important
  173. 5:20power pellets ghost responds these kinds
  174. 5:22of dynamic systems are
  175. 5:24also a reoccurring feature of these maps
  176. 5:26at this point you might be thinking
  177. 5:28hey aubry do you just mean open world
  178. 5:30maps
  179. 5:32there are a few big differences between
  180. 5:33this style of level and an open world
  181. 5:35before i mention the whole map being in
  182. 5:37play what if it wasn't
  183. 5:39if we imagine a miss pac-man level that
  184. 5:41stretches on indefinitely
  185. 5:42you can just run from the ghosts you can
  186. 5:44never eat all the pellets and the power
  187. 5:46pellets become an unlimited resource
  188. 5:48in other words it would have no set
  189. 5:49challenge and totally different gameplay
  190. 5:52another question is are these kinds of
  191. 5:54maps just the same as multiplayer
  192. 5:56competitive maps
  193. 5:57maps played with bots the answer to that
  194. 6:00is sort of
  195. 6:01they are similar but multiplayer
  196. 6:03competitive maps have a lot of
  197. 6:04additional
  198. 6:05design and gameplay constraints like
  199. 6:08symmetrical balance
  200. 6:09leg tolerance limited physics that
  201. 6:11change how you make the map and so
  202. 6:13they're really very different in
  203. 6:14practice if you feel
  204. 6:16familiar with mda theory the idea that
  205. 6:18any game can be categorized by these
  206. 6:20qualities i think you can see that this
  207. 6:21kind of level occupies a distinct
  208. 6:24mechanics dynamics aesthetic niche apart
  209. 6:27from multiplayer arenas
  210. 6:30miss pac-man was made in 1982 that's a
  211. 6:32long time ago
  212. 6:34is it even still relevant to modern
  213. 6:36level design
  214. 6:37here's why i think so if you look at
  215. 6:40doom 2016 you see
  216. 6:42that many of the levels have linear
  217. 6:43sections punctuated by non-linear arenas
  218. 6:46and last year's talk embracing push
  219. 6:48forward combat in doom
  220. 6:49they point out that these spaces were a
  221. 6:51byproduct of two of their core gameplay
  222. 6:54loop goals constant movement and
  223. 6:56improvisation of
  224. 6:57in navigation this causes 360 degree
  225. 7:01combat and resulted in maps that they
  226. 7:03felt
  227. 7:03had more in common with multiplayer
  228. 7:05levels than traditional linear levels
  229. 7:09doom 2016 exam levels are a great
  230. 7:12example of a hybrid approach and it's
  231. 7:14part of a cycle
  232. 7:15away from shooting gallery style design
  233. 7:17that peaked around 2008
  234. 7:19and a return to less linear design like
  235. 7:22the original doom
  236. 7:23and i think this trend still has a lot
  237. 7:24of room to continue people are
  238. 7:26innovating in this area
  239. 7:28every year which is one of the reasons i
  240. 7:29wanted to give this talk
  241. 7:33as i was saying with the doom series and
  242. 7:35pac-man
  243. 7:36these kinds of levels have a long
  244. 7:38history including games like attention
  245. 7:40battle zone 98 and there's a lot of
  246. 7:41modern examples too like metal gear
  247. 7:43solid ground zeroes
  248. 7:44or hitman where they tried more linear
  249. 7:46levels in absolution and backed away
  250. 7:48from them with the more
  251. 7:49recent hitman games which we heard a
  252. 7:52little bit about
  253. 7:53earlier today the design techniques i'm
  254. 7:56going to talk about
  255. 7:57later can also be applied to games that
  256. 7:59use pre-designed tiles for randomized
  257. 8:01levels like spelunky which i'll show
  258. 8:02a little bit in my final example so what
  259. 8:06makes radically non-linear maps cool
  260. 8:08why do i like building and playing them
  261. 8:10there are a few reasons
  262. 8:12one of the things you notice about the
  263. 8:14games i've mentioned is that they
  264. 8:15emphasize gameplay over story
  265. 8:17remember how i said our programmer jeff
  266. 8:19preferred his test level it's because
  267. 8:22a more open map allows the gameplay
  268. 8:24systems more room to breathe some types
  269. 8:26of gameplay that really benefit from
  270. 8:27this are long range
  271. 8:28engagements using vehicles and stealth
  272. 8:31and gameplay based around controlling
  273. 8:33enemy movement
  274. 8:34this gives players a lot of choice with
  275. 8:37more agency to make
  276. 8:38strategic and tactical decisions map
  277. 8:41knowledge is important
  278. 8:42in this kind of level and so exploration
  279. 8:44is naturally rewarded
  280. 8:46because there's no need for fail-safe
  281. 8:48funneling of the player destructible
  282. 8:50terrain or killing any character become
  283. 8:52options they also emphasize dynamic and
  284. 8:55environmental storytelling
  285. 8:57because of fewer artificial barriers
  286. 8:58it's easier to feature realistic
  287. 9:00locations in architecture
  288. 9:02and as i was mentioning before aspects
  289. 9:05of radically non-linear design can be
  290. 9:06implemented in all sorts of maps
  291. 9:09that's a lot of stuff that i think makes
  292. 9:10these kinds of maps cool but the most
  293. 9:12important thing
  294. 9:13isn't it just fun to scout around come
  295. 9:15up with a plan and test it
  296. 9:16i love the kind of level that lets me
  297. 9:18come up with different solutions and
  298. 9:19that i can play twice with totally
  299. 9:21different outcomes
  300. 9:28it's just water
  301. 9:32part two here are some techniques on how
  302. 9:34to build these kinds of levels
  303. 9:37i'm going to borrow and adapt some
  304. 9:39theory from randy smith's 2006 gdc talk
  305. 9:41level building for stealth gameplay let
  306. 9:44me take a moment to explain this diagram
  307. 9:45here
  308. 9:46this is an overhead view of a map from
  309. 9:48thief and we see how smith
  310. 9:50used these safe areas and rewards shown
  311. 9:52with plus signs and enemies and
  312. 9:54exposure shown with negative signs to
  313. 9:56predict and control the player's path
  314. 9:58i want to use them in the opposite way
  315. 9:59so that it becomes impossible to predict
  316. 10:01the player's path
  317. 10:03this is what makes our level radically
  318. 10:05non-linear and also how we activate the
  319. 10:07entire space of the level for play
  320. 10:10the first thing i do when i start on a
  321. 10:12new map is to have a clear idea about
  322. 10:13the
  323. 10:14layout by picking a strong layout you'll
  324. 10:16be able to differentiate
  325. 10:17each map you make rather than ending up
  326. 10:19with a random hodgepodge of
  327. 10:21obstacles enemies and rewards there are
  328. 10:24a lot of different possibilities for
  329. 10:25layout but here are four solid
  330. 10:27solid examples symmetric
  331. 10:31we have a low tension center line with a
  332. 10:33left right choice
  333. 10:35this is an interesting layout because
  334. 10:36the player chooses which side to tackle
  335. 10:38first
  336. 10:39and then halfway through comes back to
  337. 10:41the center line
  338. 10:42that helps break up the tempo and
  339. 10:44creates pacing this is a great layout
  340. 10:46when the theme of the map is a major
  341. 10:48path like a highway
  342. 10:50concentric the outer area of the map is
  343. 10:53safer
  344. 10:53and rewards extensive scouting before
  345. 10:55committing to the center
  346. 10:57this layout works well for maps about
  347. 10:59assaulting a base or castle
  348. 11:02node these are a series of clearings
  349. 11:04that interconnect in a lot of ways
  350. 11:06this is the kind of this kind of map
  351. 11:07keeps up a high tempo
  352. 11:09of quickly alternating encounters with
  353. 11:11travel
  354. 11:12the player needs to resolve challenges
  355. 11:14carefully so that they don't bleed into
  356. 11:16other adjacent nodes in unpredictable
  357. 11:17ways
  358. 11:18this layout fits with ruins or slums
  359. 11:21field a large area of increasing risk
  360. 11:24this layout promotes alternating probing
  361. 11:26attacks and retreating
  362. 11:27and gives the player a lot of control
  363. 11:29over tempo this is a typical layout for
  364. 11:31something like a beach assault
  365. 11:33again the main point here isn't to know
  366. 11:35what the player will do but just to make
  367. 11:36sure that whatever they do it isn't
  368. 11:38boring
  369. 11:39one thing to note here is that it's also
  370. 11:41possible to use gameplay systems for the
  371. 11:43layout rather than building it into the
  372. 11:45map
  373. 11:45and i'll have an example of that using a
  374. 11:47field layout at the end of the talk
  375. 11:50as well as layout i like to have a clear
  376. 11:52grasp of how the gameplay is going to be
  377. 11:53unique for the level
  378. 11:55one method is to try to find an aspect
  379. 11:57of gameplay that's underutilized and
  380. 11:58focus on it
  381. 11:59this is hard to generalize since every
  382. 12:01game is different but here are some
  383. 12:02concrete examples
  384. 12:04from some maps i worked on this is
  385. 12:06brigadore
  386. 12:07an isometric shooter that was designed
  387. 12:09from the start to allow players to use a
  388. 12:10wide range of vehicles
  389. 12:12because of this it had some interesting
  390. 12:14design constraints for example within
  391. 12:16the interior of the map
  392. 12:17all the terrain is destructible in this
  393. 12:20game certain aspects are randomized
  394. 12:21which is one of the easiest ways to
  395. 12:23ensure players try different strategies
  396. 12:25on replated
  397. 12:25repeated playthroughs here the enemy
  398. 12:28spawns are hand placed
  399. 12:30and whether an enemy actually appears
  400. 12:32depends on several factors
  401. 12:34similarly the player will randomly enter
  402. 12:36the map from one of these two locations
  403. 12:38i think this technique of using hand
  404. 12:40play spots for enemies and rewards that
  405. 12:42are then controlled by systemic factors
  406. 12:44is really useful
  407. 12:46the gameplay idea for this map is that
  408. 12:48the center area is a trap
  409. 12:49it's tempting but if you go in there
  410. 12:52before picking off most of the enemies
  411. 12:53you'll probably fail
  412. 12:55as you can see from the main travel
  413. 12:56lines this map is roughly concentric
  414. 12:59the main hazards and rewards are
  415. 13:01concentrated in the middle to draw the
  416. 13:02players into the trap
  417. 13:03it's possible to clear the map by
  418. 13:05defeating enough enemies around the
  419. 13:06border so you don't need to go in the
  420. 13:08center
  421. 13:09but it's a lot faster to beat the map if
  422. 13:11you complete these central objectives
  423. 13:13in that way the concept of the map that
  424. 13:15it's a trap to lure the player in
  425. 13:17and the layout of the map that it's
  426. 13:19concentric relate to and support each
  427. 13:21other
  428. 13:22here's another example from brigadore
  429. 13:24the game has soft cover that blocks line
  430. 13:26of sight but doesn't offer much
  431. 13:27protection
  432. 13:28in the existing maps it was mostly
  433. 13:30combined with hardcover to add variety
  434. 13:32but i wanted to replace the hard cover
  435. 13:34with mud pits to give a really
  436. 13:36dangerous exposed feeling to this map
  437. 13:39this layout is one i haven't shown yet
  438. 13:41where the objectives are in the four
  439. 13:42corners
  440. 13:43this means the player has to cover a lot
  441. 13:45of distance which emphasizes even more
  442. 13:47how exposed the player is
  443. 13:49i think this shows how it's important to
  444. 13:50pick a concept and a layout
  445. 13:52that work well together here's a
  446. 13:55different game i worked on called raven
  447. 13:56field a single player game where you
  448. 13:58capture control points and shoot enemies
  449. 14:00in an effort to outscore the opposing
  450. 14:02army
  451. 14:03unlike similar multiplayer games the
  452. 14:05levels in raven field don't actually
  453. 14:07have to be balanced
  454. 14:08or fair on this map i was motivated by
  455. 14:12my frustration of the ai
  456. 14:14allies taking all the airplanes on the
  457. 14:16other maps so i made a map with
  458. 14:18a lot of airplanes in it during
  459. 14:20production i bumped the starting bases
  460. 14:22out
  461. 14:22out to the corners of the map to
  462. 14:24maximize playable space for the
  463. 14:25fast-moving airplanes
  464. 14:27but kept the roughly symmetrical layout
  465. 14:30unlike my previous example of this kind
  466. 14:32of layout this is an inversion where the
  467. 14:34center line is more risky and these side
  468. 14:36areas are a bit safer
  469. 14:38i think this works because in the
  470. 14:40aircraft you have to keep moving and
  471. 14:41naturally end up flying over the center
  472. 14:43line
  473. 14:44all of these examples benefited a lot
  474. 14:46from being for functional games with
  475. 14:48several existing maps
  476. 14:49in cases like this it's pretty easy to
  477. 14:51play with existing systems
  478. 14:53make tests and figure out something that
  479. 14:55works if however
  480. 14:57your game isn't very finished you may
  481. 14:59notice your map has serious problems and
  482. 15:01not know why
  483. 15:10okay welcome to the third and final part
  484. 15:12of this talk how to fix common issues or
  485. 15:14why is your map all busted
  486. 15:17the number one issue is that the map is
  487. 15:19too linear it's very tempting to want to
  488. 15:21guide the player and reflexively fall
  489. 15:23back on that skill set
  490. 15:24but if you're going to design a linear
  491. 15:25map or have linear map sections
  492. 15:27it's important to go all in on good
  493. 15:29pacing and have all of those existing
  494. 15:31techniques that make that style of map
  495. 15:32work
  496. 15:34otherwise open up more paths and space
  497. 15:36to move
  498. 15:38similar to the above but with gameplay
  499. 15:40you have one idea in mind with how the
  500. 15:42how to win the map this can stifle
  501. 15:44organic and robust gameplay systems
  502. 15:46it's important to avoid trying to
  503. 15:48restrict the gameplay too much
  504. 15:49trust that the core game plays fun on
  505. 15:51its own another possible issue is
  506. 15:54the map has no structure the map is too
  507. 15:55uniform so you end up doing the same
  508. 15:57things over and over
  509. 15:59hopefully by having a unique layout and
  510. 16:01concept you avoid this issue
  511. 16:04in a game with very dynamic systems
  512. 16:06sometimes the player can feel helpless
  513. 16:09the level should be balanced so it's
  514. 16:10reactive to the player and they act as
  515. 16:12the tipping point for the gameplay
  516. 16:14systems
  517. 16:15the gameplay can feel random or
  518. 16:17non-existent the player isn't able to
  519. 16:19see the cause and effect of the systems
  520. 16:20enough to understand why things happen
  521. 16:23for example using an invisible trigger
  522. 16:25to spawn enemies on the map is a lot
  523. 16:27worse than an alarm state in a stealth
  524. 16:29game
  525. 16:30alarm state gameplay still has triggers
  526. 16:32and still spawns enemies
  527. 16:34but gives the player a lot more
  528. 16:35information if you want to learn more
  529. 16:37about making systems legible to new
  530. 16:38players i very much suggest watching the
  531. 16:40gdc 2016 talk titled level design and
  532. 16:43hitman
  533. 16:44guiding players in a non-linear sandbox
  534. 16:47these previous issues
  535. 16:48can usually be a fixed assuming you have
  536. 16:51mechanical
  537. 16:51complexity to work with but if you don't
  538. 16:54then it may be something to bring up
  539. 16:55with your design team
  540. 16:57the sorts of systems these games usually
  541. 16:59have are things like stealth ai
  542. 17:00companions inventory looting
  543. 17:02destructible terrain
  544. 17:03dynamic enemy movement player tools for
  545. 17:06controlling the enemy
  546. 17:07sub-objectives like capturing areas or
  547. 17:10destroying enemy resources
  548. 17:12they have pacing systems and various
  549. 17:15movement modes like vehicles etc
  550. 17:17when discussing how these systems work
  551. 17:19having a map that feels like it's
  552. 17:21missing something
  553. 17:22to show the rest of the team can be very
  554. 17:23useful
  555. 17:26on the other hand if what seems to be
  556. 17:27missing is grand cinematic moments
  557. 17:29type pacing are very well defined
  558. 17:30challenges i'm not aware of any way to
  559. 17:32fix this
  560. 17:33yet it's part of the trade-off that
  561. 17:35comes with this kind of map
  562. 17:37which may not be the best choice for
  563. 17:39your project it isn't that dramatic
  564. 17:41scenes or clear challenges can't happen
  565. 17:43but they tend to result from the
  566. 17:44existing systems
  567. 17:46and so they're hard to predict i don't
  568. 17:49think this is an impossible problem
  569. 17:50though because there's been a lot of
  570. 17:51exciting progress in dynamic
  571. 17:53storytelling lately
  572. 18:05before i end my talk i just want to
  573. 18:07recap with an example that brings it all
  574. 18:08together
  575. 18:09and shows how a lot of this theory can
  576. 18:10work in a more linear game
  577. 18:13the game i'll use for this final example
  578. 18:15is one that i was in charge of level
  579. 18:16design on called
  580. 18:18receiver it has some aspects of linear
  581. 18:20design
  582. 18:21but still allows free and unpredictable
  583. 18:23movement
  584. 18:24the level was made from tiles each tile
  585. 18:27is roughly the size of a small office
  586. 18:29building and has three
  587. 18:30floors with doors on each side these act
  588. 18:33as lanes
  589. 18:35when these tiles are put end to end the
  590. 18:36lanes can combine or switch positions
  591. 18:39if i had just stuck these together i
  592. 18:40would say it was similar to a
  593. 18:42multi-path level kind of like this x
  594. 18:46but we did something a little bit
  595. 18:47different instead the tiles are randomly
  596. 18:50placed so the player often has multiple
  597. 18:51choices about how to progress
  598. 18:54in addition to the strategic choice of
  599. 18:56which lane to take
  600. 18:57the tactical choice of the best path
  601. 18:59through the tile also isn't
  602. 19:00predetermined either
  603. 19:02because the enemies and objectives are
  604. 19:04spawned randomly from hand placed spawn
  605. 19:06points
  606. 19:07this is how the space is activated even
  607. 19:10though almost all this content was
  608. 19:12pre-authored and the random elements are
  609. 19:14fairly minor
  610. 19:15it's still enough to change the ideal
  611. 19:16strategy and to incentivize exploring
  612. 19:19the space
  613. 19:20which makes the level radically
  614. 19:21non-linear
  615. 19:23because of these systems it made it
  616. 19:24difficult to support a standard
  617. 19:26narrative
  618. 19:27instead we made the objective to find
  619. 19:29these audio logs which can play in any
  620. 19:31order
  621. 19:32obviously this doesn't result in the
  622. 19:33most traditional story but i still think
  623. 19:35it added to the experience
  624. 19:37that said the story wasn't the strongest
  625. 19:39aspect of this game
  626. 19:40that this was part of the trade-off we
  627. 19:42decided to make
  628. 19:45another gameplay system at work here is
  629. 19:46that each new tile is harder than the
  630. 19:48last one
  631. 19:49this gives the player an incentive to
  632. 19:51check all the lanes in a given tile
  633. 19:53which may require some backtracking as i
  634. 19:56mentioned when i was talking about miss
  635. 19:57pacman
  636. 19:58a systems-based approach to tension is
  637. 20:00an important pacing tool
  638. 20:02and i think this could have been boring
  639. 20:04in some games
  640. 20:05but because receiver is extremely high
  641. 20:07tension back tracking serves as a much
  642. 20:10needed break from clearing new areas
  643. 20:12this increasing difficulty as you move
  644. 20:15forward is
  645. 20:16also provides a layout structure i
  646. 20:17mentioned earlier called
  647. 20:19field because these levels don't have a
  648. 20:22lot of scripted events
  649. 20:23or built in gameplay they may seem a bit
  650. 20:26simplistic
  651. 20:27but part of making a map in this style
  652. 20:29is to not obstruct the core gameplay
  653. 20:31in receiver most of the gameplay is
  654. 20:33built around a real realistic simulation
  655. 20:35of a gl
  656. 20:37of a gun including all the working parts
  657. 20:39and buttons
  658. 20:40we surfaced all this gameplay for novice
  659. 20:43players with a context-sensitive help
  660. 20:45system this makes it clear to the
  661. 20:47players that every bullet is precious
  662. 20:49and that every enemy encounter is
  663. 20:50difficult simply because firing your gun
  664. 20:52is
  665. 20:53is difficult this relates directly to
  666. 20:56the levels because you can scavenge
  667. 20:57bullets
  668. 20:58and obviously cover and enemy positions
  669. 21:00matter more
  670. 21:01when the situations are so lethal i
  671. 21:04think these levels do a good job of
  672. 21:05giving the player interesting choices
  673. 21:07while staying out of the way
  674. 21:08enough to let the core gameplay shine
  675. 21:11by working closely with your gameplay
  676. 21:14coder and because the core gameplay was
  677. 21:16so deep my job was made a lot easier and
  678. 21:18i was able to avoid any really tricky
  679. 21:20problems
  680. 21:21part of that was making trade-offs early
  681. 21:23in development to avoid those kinds of
  682. 21:25problems
  683. 21:26in the end focusing on interesting
  684. 21:28dynamics that shift
  685. 21:30rewards and hazards keeping layout and
  686. 21:32pacing in mind
  687. 21:33and giving the gameplay room to breathe
  688. 21:35really helped receivers
  689. 21:37radically non-linear levels come
  690. 21:38together
  691. 21:40finally i would like to say i feel like
  692. 21:42this is a complicated topic
  693. 21:44and because these maps integrate so
  694. 21:46closely to the gameplay
  695. 21:48they're a bit slippery to nail down but
  696. 21:50i think they really are
  697. 21:51a distinct and interesting style of map
  698. 21:54with their own history and design trends
  699. 21:56hopefully i've provided some concrete
  700. 21:58ideas on building a map like this
  701. 22:00and how to approach certain problems
  702. 22:02whether your future levels
  703. 22:04are radically non-linear or not thank
  704. 22:06you for coming to my talk
  705. 22:15and uh it looks like we have time for
  706. 22:18plenty of
  707. 22:18questions uh if you have any questions
  708. 22:22you can
  709. 22:22go to the mics
  710. 22:28hello and thank you for the talk oh
  711. 22:30thanks so you mentioned that
  712. 22:32it is a constant challenge being able to
  713. 22:34nail the level design just right
  714. 22:36before shipping the game now the
  715. 22:38industry has changed over the years and
  716. 22:40now we have tools to measure all sorts
  717. 22:43of things what's your approach to
  718. 22:45nailing down the the interesting part
  719. 22:48uh up to now what i've mostly done is
  720. 22:51just have
  721. 22:52play tests do early builds and just get
  722. 22:54player feedback
  723. 22:56watch people stream the game i i
  724. 22:58personally like
  725. 22:59more than trying to collect metrics
  726. 23:01through the game i like to
  727. 23:03um watch live play tests where i can see
  728. 23:05the player's face
  729. 23:07so you can get a kind of a more
  730. 23:09immediate read on what they're
  731. 23:11reacting to thank you
  732. 23:17hey what do you think of the dangers and
  733. 23:20benefits of using procedural generation
  734. 23:22with these kind of levels uh i think
  735. 23:26it should be kept to a minimum like it's
  736. 23:28a very useful tool i know that there's
  737. 23:30been recently a lot of like kind of
  738. 23:34negativity towards procedural generation
  739. 23:38and i don't think that's really makes
  740. 23:40much sense
  741. 23:42but at the same time
  742. 23:45sometimes you just want the level to
  743. 23:46play a certain way and
  744. 23:49by introducing just a tiny bit of random
  745. 23:52elements you can
  746. 23:54massively expand the playability of a
  747. 23:55map
  748. 23:57so yeah i try to use it sparingly um
  749. 24:04so as an educator i'm brady university
  750. 24:07in the netherlands um
  751. 24:08we have a lot of room to do multiple
  752. 24:11level design projects in our curriculum
  753. 24:13but one of the things i have to kind of
  754. 24:15figure out is uh
  755. 24:16how we build complexity for the students
  756. 24:19so like where we start simple and then
  757. 24:21build up
  758. 24:22um and some parts of that are easy like
  759. 24:25single player platform game level design
  760. 24:28is
  761. 24:28a nice starting point but do you think
  762. 24:31the uh linearity
  763. 24:32and non-linearity is that more difficult
  764. 24:35or
  765. 24:36i think that especially now making a
  766. 24:40really compelling
  767. 24:42linear experience is like extremely
  768. 24:45difficult
  769. 24:45so um and it's mostly different
  770. 24:48disciplines like
  771. 24:49more about storytelling environmental
  772. 24:52narrative
  773. 24:54my last game i made was totally linear
  774. 24:56totally totally linear
  775. 24:57totally linear like adventure game so
  776. 25:00i'm well acquainted with those problems
  777. 25:02and yeah i i think they're both really
  778. 25:04difficult just different
  779. 25:06so uh non-linearity is more like a
  780. 25:08sideways shape yeah just like a
  781. 25:10different
  782. 25:11a different set of skills okay cool
  783. 25:14hello so thank you for the talk um
  784. 25:17i wanted to know you mentioned at the
  785. 25:20start that
  786. 25:21the making of the levels is like making
  787. 25:24sure
  788. 25:24what space is blocked and making when
  789. 25:27what space is open
  790. 25:28but in this kind of non-linear level
  791. 25:31where you opened up a lot of this space
  792. 25:35what let's say one problem maybe if the
  793. 25:38player has a lot of
  794. 25:40freedom of movement no there's not
  795. 25:42necessarily that they can fly but
  796. 25:44let's say you know i know they can climb
  797. 25:45walls or something like that
  798. 25:47how can you make let's say obstacles or
  799. 25:51walls that actually are obstacles
  800. 25:54without
  801. 25:55impeding the core gameplay in that way
  802. 25:57so uh yeah i
  803. 25:59one of the games that i didn't mention
  804. 26:00because i had a lot of trouble with this
  805. 26:02exact problem was overgrowth
  806. 26:04because your character is this rabbit
  807. 26:06and he can jump like
  808. 26:0830 feet in the air and run 40 miles per
  809. 26:11hour
  810. 26:12and you're you're just like flying past
  811. 26:14everything at top speed and going
  812. 26:16anywhere you want
  813. 26:17and yeah this is a really difficult
  814. 26:19problem and i i would
  815. 26:21you know i think ultimately you have to
  816. 26:23have those kinds of
  817. 26:24movement options cost something at least
  818. 26:27a little bit of something so that you
  819. 26:29can
  820. 26:30like have some gradient in the player
  821. 26:33behavior
  822. 26:34or else they are just going to be lying
  823. 26:36to the objective and jump over
  824. 26:37everything because their character is
  825. 26:38superman
  826. 26:40okay thank you thanks
  827. 26:44caicho escudigasco thank you for the
  828. 26:46talk i recognize this maybe a little bit
  829. 26:48outside of your field of expertise but
  830. 26:49i'm curious about
  831. 26:51the overlaps with vr projects in terms
  832. 26:53of linear and nonlinear
  833. 26:54design yeah uh there is a
  834. 26:58vr version of um receiver
  835. 27:02and i've but i've only played it a
  836. 27:03little bit
  837. 27:05um and i'm not sure
  838. 27:08i think it's it it basically works like
  839. 27:11i don't think it's like massively
  840. 27:12different uh it's
  841. 27:13maybe a little bit more confusing um
  842. 27:17when you can't like whip your head
  843. 27:18around and get for some people maybe
  844. 27:20less confusing for others i don't
  845. 27:22i'm not sure but i haven't done
  846. 27:24extensive player testing with that kind
  847. 27:26of thing so
  848. 27:28yeah thank you anyone else
  849. 27:34thanks for coming to my talk

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