Designing Radically Non-Linear Single Player Levels — Transcript
Full transcript
- 0:02[Music]
- 0:05all right
- 0:06hi everyone i'm aubrey sir i've been
- 0:08doing level design for 10 years
- 0:10these days i run a small indie game
- 0:11company called 12 east games where i
- 0:13still do level design
- 0:16but i'm better known for my previous
- 0:18work at wolfire where we organized the
- 0:20first humble bundle and made games like
- 0:22overgrowth
- 0:23i also collaborate with other indies
- 0:25making art and levels
- 0:26my focus is on a specific type of level
- 0:28which is why i'm here to talk to you at
- 0:30gdc
- 0:31today i'm going to share with you my
- 0:32favorite kind of levels to design which
- 0:34i call
- 0:35radically non-linear levels my talk has
- 0:37three
- 0:38sections first i'll define exactly what
- 0:41i mean
- 0:41by radically non-linear levels how
- 0:44they're based around the idea of free
- 0:45movement and sandbox play
- 0:47and activating the space second i'll
- 0:50describe the basics on how to build them
- 0:52like
- 0:52layout options in typical dynamics and
- 0:55finally i'll explain some techniques i
- 0:56use to fix common issues that may come
- 0:58up
- 0:58in radically non-linear maps like the
- 1:00map feeling empty
- 1:02or not having enough structure then i'll
- 1:04wrap it up with a recap and final
- 1:06example
- 1:08but before that i want to mention an
- 1:09idea i think we as level designers
- 1:11probably
- 1:12agree with that idea is that all
- 1:14conventional levels
- 1:15feature some openness and some linearity
- 1:18in other words all levels have places
- 1:20you can go
- 1:21and places that are blocked these are
- 1:23some of our most fundamental level
- 1:25design tools
- 1:26paths and walls linear levels start with
- 1:29making paths
- 1:30often even when we talk about nonlinear
- 1:33levels what's described are levels with
- 1:34branching paths
- 1:36these kinds of levels can be great but
- 1:38an alternative kind of level
- 1:40is based on the opposite idea instead of
- 1:42building paths
- 1:43you start with an area of movable space
- 1:45and place walls to block the player
- 1:47the team behind hitman calls these types
- 1:49of levels non-linear sandboxes
- 1:51a radically non-linear level is a
- 1:53sandbox level that is designed to
- 1:55encourage
- 1:55unpredictable player movement and
- 1:57exploration of the space
- 1:59all sorts of single-player levels fit
- 2:01this paradigm which i'll give some
- 2:03examples of in a moment
- 2:04and there's also a lot of stuff in
- 2:05between even highly linear levels
- 2:08have open areas in them and there's an
- 2:10obvious overlap between
- 2:12this kind of level and most multiplayer
- 2:14arenas so i think these techniques apply
- 2:16to any space the player's free to move
- 2:18in
- 2:19so i hope some of these ideas can help
- 2:21you in whatever kind of level you might
- 2:22be working on
- 2:25despite that overlap i think this type
- 2:27of level is a distinct
- 2:29is distinct and interesting i didn't
- 2:31always feel that way though
- 2:32let me tell you about my first
- 2:33commercial level design job
- 2:36it was for a game called darkest of days
- 2:38i was hired as an artist
- 2:40but was immediately put to work on level
- 2:42design
- 2:43outside of a few excitebike tracks i
- 2:45made when i was eight
- 2:46i had almost no level design experience
- 2:49in fact
- 2:50this was the first major game project
- 2:51for most of the team
- 2:53we had our own custom engine and tools
- 2:55but they were lacking some basic
- 2:56functions
- 2:57for example the map editor had no undo
- 2:59function so in that way it was a lot
- 3:01like this talk
- 3:03i had to try to do everything perfectly
- 3:05the first try
- 3:09on the one hand it's nice to get paid to
- 3:11learn on the other hand it's a lot of
- 3:13pressure to care about your work and not
- 3:14know how to do it
- 3:15but don't worry it turned out okay
- 3:23as we were making these maps our lead
- 3:24engineer jeff kept
- 3:26mentioning that he thought his test maps
- 3:28were more fun than what we were making
- 3:30we were constantly running up against
- 3:32the problem we couldn't reconcile
- 3:34we wanted to make a cinematic game like
- 3:35call of duty modern warfare
- 3:37but we also wanted large dynamic battles
- 3:39and open spaces
- 3:41trying to solve this problem is how i
- 3:42became interested in the idea of
- 3:44radically non-linear maps
- 3:46worked on a lot of games with them and
- 3:47ultimately how they became my favorite
- 3:49kind of map
- 3:57with that out of the way here's part one
- 4:00i'll define exactly what i mean by
- 4:01radically nonlinear levels
- 4:05when i first started researching this
- 4:06question i wanted to find a really
- 4:08fundamental example of what i meant that
- 4:10everybody would be familiar with and the
- 4:11oldest
- 4:12clearest example i found was pac-man but
- 4:14we're going to talk about miss pac-man
- 4:16because it's a better game
- 4:17so why miss pac-man the map is open
- 4:21enough to offer free-form tactical
- 4:22choices
- 4:23like which path to take to avoid ghosts
- 4:26and large enough for strategic choices
- 4:28if you're gonna eat a power pellet or go
- 4:30for the bonus fruit
- 4:32the designer of miss pac-man mentioned
- 4:34that each ghost has a different behavior
- 4:36and in this way each ghost is a unique
- 4:38risk factor which the player
- 4:40player needs to consider and there's
- 4:42some other interesting things about miss
- 4:43pacman maps
- 4:45it's small enough so that the whole map
- 4:46is in play and i'm going to touch on why
- 4:48this is important later
- 4:50all the systems are legible in some
- 4:51sense complex enough to be interesting
- 4:54but transparent enough to be predictable
- 4:56there's no exit
- 4:58this is a common thing for this kind of
- 4:59map even in uh radically
- 5:01even if a radically non-linear map has
- 5:03an exit the player often ignores it
- 5:04until other objectives are met
- 5:06in that same way the starting point
- 5:08isn't very important either
- 5:10because you don't know how the player is
- 5:11going to move through the map you have
- 5:12very few tools for pacing in linear
- 5:14storytelling
- 5:16miss pac-man handles tension with
- 5:17dynamic systems where timing is
- 5:19important
- 5:20power pellets ghost responds these kinds
- 5:22of dynamic systems are
- 5:24also a reoccurring feature of these maps
- 5:26at this point you might be thinking
- 5:28hey aubry do you just mean open world
- 5:30maps
- 5:32there are a few big differences between
- 5:33this style of level and an open world
- 5:35before i mention the whole map being in
- 5:37play what if it wasn't
- 5:39if we imagine a miss pac-man level that
- 5:41stretches on indefinitely
- 5:42you can just run from the ghosts you can
- 5:44never eat all the pellets and the power
- 5:46pellets become an unlimited resource
- 5:48in other words it would have no set
- 5:49challenge and totally different gameplay
- 5:52another question is are these kinds of
- 5:54maps just the same as multiplayer
- 5:56competitive maps
- 5:57maps played with bots the answer to that
- 6:00is sort of
- 6:01they are similar but multiplayer
- 6:03competitive maps have a lot of
- 6:04additional
- 6:05design and gameplay constraints like
- 6:08symmetrical balance
- 6:09leg tolerance limited physics that
- 6:11change how you make the map and so
- 6:13they're really very different in
- 6:14practice if you feel
- 6:16familiar with mda theory the idea that
- 6:18any game can be categorized by these
- 6:20qualities i think you can see that this
- 6:21kind of level occupies a distinct
- 6:24mechanics dynamics aesthetic niche apart
- 6:27from multiplayer arenas
- 6:30miss pac-man was made in 1982 that's a
- 6:32long time ago
- 6:34is it even still relevant to modern
- 6:36level design
- 6:37here's why i think so if you look at
- 6:40doom 2016 you see
- 6:42that many of the levels have linear
- 6:43sections punctuated by non-linear arenas
- 6:46and last year's talk embracing push
- 6:48forward combat in doom
- 6:49they point out that these spaces were a
- 6:51byproduct of two of their core gameplay
- 6:54loop goals constant movement and
- 6:56improvisation of
- 6:57in navigation this causes 360 degree
- 7:01combat and resulted in maps that they
- 7:03felt
- 7:03had more in common with multiplayer
- 7:05levels than traditional linear levels
- 7:09doom 2016 exam levels are a great
- 7:12example of a hybrid approach and it's
- 7:14part of a cycle
- 7:15away from shooting gallery style design
- 7:17that peaked around 2008
- 7:19and a return to less linear design like
- 7:22the original doom
- 7:23and i think this trend still has a lot
- 7:24of room to continue people are
- 7:26innovating in this area
- 7:28every year which is one of the reasons i
- 7:29wanted to give this talk
- 7:33as i was saying with the doom series and
- 7:35pac-man
- 7:36these kinds of levels have a long
- 7:38history including games like attention
- 7:40battle zone 98 and there's a lot of
- 7:41modern examples too like metal gear
- 7:43solid ground zeroes
- 7:44or hitman where they tried more linear
- 7:46levels in absolution and backed away
- 7:48from them with the more
- 7:49recent hitman games which we heard a
- 7:52little bit about
- 7:53earlier today the design techniques i'm
- 7:56going to talk about
- 7:57later can also be applied to games that
- 7:59use pre-designed tiles for randomized
- 8:01levels like spelunky which i'll show
- 8:02a little bit in my final example so what
- 8:06makes radically non-linear maps cool
- 8:08why do i like building and playing them
- 8:10there are a few reasons
- 8:12one of the things you notice about the
- 8:14games i've mentioned is that they
- 8:15emphasize gameplay over story
- 8:17remember how i said our programmer jeff
- 8:19preferred his test level it's because
- 8:22a more open map allows the gameplay
- 8:24systems more room to breathe some types
- 8:26of gameplay that really benefit from
- 8:27this are long range
- 8:28engagements using vehicles and stealth
- 8:31and gameplay based around controlling
- 8:33enemy movement
- 8:34this gives players a lot of choice with
- 8:37more agency to make
- 8:38strategic and tactical decisions map
- 8:41knowledge is important
- 8:42in this kind of level and so exploration
- 8:44is naturally rewarded
- 8:46because there's no need for fail-safe
- 8:48funneling of the player destructible
- 8:50terrain or killing any character become
- 8:52options they also emphasize dynamic and
- 8:55environmental storytelling
- 8:57because of fewer artificial barriers
- 8:58it's easier to feature realistic
- 9:00locations in architecture
- 9:02and as i was mentioning before aspects
- 9:05of radically non-linear design can be
- 9:06implemented in all sorts of maps
- 9:09that's a lot of stuff that i think makes
- 9:10these kinds of maps cool but the most
- 9:12important thing
- 9:13isn't it just fun to scout around come
- 9:15up with a plan and test it
- 9:16i love the kind of level that lets me
- 9:18come up with different solutions and
- 9:19that i can play twice with totally
- 9:21different outcomes
- 9:28it's just water
- 9:32part two here are some techniques on how
- 9:34to build these kinds of levels
- 9:37i'm going to borrow and adapt some
- 9:39theory from randy smith's 2006 gdc talk
- 9:41level building for stealth gameplay let
- 9:44me take a moment to explain this diagram
- 9:45here
- 9:46this is an overhead view of a map from
- 9:48thief and we see how smith
- 9:50used these safe areas and rewards shown
- 9:52with plus signs and enemies and
- 9:54exposure shown with negative signs to
- 9:56predict and control the player's path
- 9:58i want to use them in the opposite way
- 9:59so that it becomes impossible to predict
- 10:01the player's path
- 10:03this is what makes our level radically
- 10:05non-linear and also how we activate the
- 10:07entire space of the level for play
- 10:10the first thing i do when i start on a
- 10:12new map is to have a clear idea about
- 10:13the
- 10:14layout by picking a strong layout you'll
- 10:16be able to differentiate
- 10:17each map you make rather than ending up
- 10:19with a random hodgepodge of
- 10:21obstacles enemies and rewards there are
- 10:24a lot of different possibilities for
- 10:25layout but here are four solid
- 10:27solid examples symmetric
- 10:31we have a low tension center line with a
- 10:33left right choice
- 10:35this is an interesting layout because
- 10:36the player chooses which side to tackle
- 10:38first
- 10:39and then halfway through comes back to
- 10:41the center line
- 10:42that helps break up the tempo and
- 10:44creates pacing this is a great layout
- 10:46when the theme of the map is a major
- 10:48path like a highway
- 10:50concentric the outer area of the map is
- 10:53safer
- 10:53and rewards extensive scouting before
- 10:55committing to the center
- 10:57this layout works well for maps about
- 10:59assaulting a base or castle
- 11:02node these are a series of clearings
- 11:04that interconnect in a lot of ways
- 11:06this is the kind of this kind of map
- 11:07keeps up a high tempo
- 11:09of quickly alternating encounters with
- 11:11travel
- 11:12the player needs to resolve challenges
- 11:14carefully so that they don't bleed into
- 11:16other adjacent nodes in unpredictable
- 11:17ways
- 11:18this layout fits with ruins or slums
- 11:21field a large area of increasing risk
- 11:24this layout promotes alternating probing
- 11:26attacks and retreating
- 11:27and gives the player a lot of control
- 11:29over tempo this is a typical layout for
- 11:31something like a beach assault
- 11:33again the main point here isn't to know
- 11:35what the player will do but just to make
- 11:36sure that whatever they do it isn't
- 11:38boring
- 11:39one thing to note here is that it's also
- 11:41possible to use gameplay systems for the
- 11:43layout rather than building it into the
- 11:45map
- 11:45and i'll have an example of that using a
- 11:47field layout at the end of the talk
- 11:50as well as layout i like to have a clear
- 11:52grasp of how the gameplay is going to be
- 11:53unique for the level
- 11:55one method is to try to find an aspect
- 11:57of gameplay that's underutilized and
- 11:58focus on it
- 11:59this is hard to generalize since every
- 12:01game is different but here are some
- 12:02concrete examples
- 12:04from some maps i worked on this is
- 12:06brigadore
- 12:07an isometric shooter that was designed
- 12:09from the start to allow players to use a
- 12:10wide range of vehicles
- 12:12because of this it had some interesting
- 12:14design constraints for example within
- 12:16the interior of the map
- 12:17all the terrain is destructible in this
- 12:20game certain aspects are randomized
- 12:21which is one of the easiest ways to
- 12:23ensure players try different strategies
- 12:25on replated
- 12:25repeated playthroughs here the enemy
- 12:28spawns are hand placed
- 12:30and whether an enemy actually appears
- 12:32depends on several factors
- 12:34similarly the player will randomly enter
- 12:36the map from one of these two locations
- 12:38i think this technique of using hand
- 12:40play spots for enemies and rewards that
- 12:42are then controlled by systemic factors
- 12:44is really useful
- 12:46the gameplay idea for this map is that
- 12:48the center area is a trap
- 12:49it's tempting but if you go in there
- 12:52before picking off most of the enemies
- 12:53you'll probably fail
- 12:55as you can see from the main travel
- 12:56lines this map is roughly concentric
- 12:59the main hazards and rewards are
- 13:01concentrated in the middle to draw the
- 13:02players into the trap
- 13:03it's possible to clear the map by
- 13:05defeating enough enemies around the
- 13:06border so you don't need to go in the
- 13:08center
- 13:09but it's a lot faster to beat the map if
- 13:11you complete these central objectives
- 13:13in that way the concept of the map that
- 13:15it's a trap to lure the player in
- 13:17and the layout of the map that it's
- 13:19concentric relate to and support each
- 13:21other
- 13:22here's another example from brigadore
- 13:24the game has soft cover that blocks line
- 13:26of sight but doesn't offer much
- 13:27protection
- 13:28in the existing maps it was mostly
- 13:30combined with hardcover to add variety
- 13:32but i wanted to replace the hard cover
- 13:34with mud pits to give a really
- 13:36dangerous exposed feeling to this map
- 13:39this layout is one i haven't shown yet
- 13:41where the objectives are in the four
- 13:42corners
- 13:43this means the player has to cover a lot
- 13:45of distance which emphasizes even more
- 13:47how exposed the player is
- 13:49i think this shows how it's important to
- 13:50pick a concept and a layout
- 13:52that work well together here's a
- 13:55different game i worked on called raven
- 13:56field a single player game where you
- 13:58capture control points and shoot enemies
- 14:00in an effort to outscore the opposing
- 14:02army
- 14:03unlike similar multiplayer games the
- 14:05levels in raven field don't actually
- 14:07have to be balanced
- 14:08or fair on this map i was motivated by
- 14:12my frustration of the ai
- 14:14allies taking all the airplanes on the
- 14:16other maps so i made a map with
- 14:18a lot of airplanes in it during
- 14:20production i bumped the starting bases
- 14:22out
- 14:22out to the corners of the map to
- 14:24maximize playable space for the
- 14:25fast-moving airplanes
- 14:27but kept the roughly symmetrical layout
- 14:30unlike my previous example of this kind
- 14:32of layout this is an inversion where the
- 14:34center line is more risky and these side
- 14:36areas are a bit safer
- 14:38i think this works because in the
- 14:40aircraft you have to keep moving and
- 14:41naturally end up flying over the center
- 14:43line
- 14:44all of these examples benefited a lot
- 14:46from being for functional games with
- 14:48several existing maps
- 14:49in cases like this it's pretty easy to
- 14:51play with existing systems
- 14:53make tests and figure out something that
- 14:55works if however
- 14:57your game isn't very finished you may
- 14:59notice your map has serious problems and
- 15:01not know why
- 15:10okay welcome to the third and final part
- 15:12of this talk how to fix common issues or
- 15:14why is your map all busted
- 15:17the number one issue is that the map is
- 15:19too linear it's very tempting to want to
- 15:21guide the player and reflexively fall
- 15:23back on that skill set
- 15:24but if you're going to design a linear
- 15:25map or have linear map sections
- 15:27it's important to go all in on good
- 15:29pacing and have all of those existing
- 15:31techniques that make that style of map
- 15:32work
- 15:34otherwise open up more paths and space
- 15:36to move
- 15:38similar to the above but with gameplay
- 15:40you have one idea in mind with how the
- 15:42how to win the map this can stifle
- 15:44organic and robust gameplay systems
- 15:46it's important to avoid trying to
- 15:48restrict the gameplay too much
- 15:49trust that the core game plays fun on
- 15:51its own another possible issue is
- 15:54the map has no structure the map is too
- 15:55uniform so you end up doing the same
- 15:57things over and over
- 15:59hopefully by having a unique layout and
- 16:01concept you avoid this issue
- 16:04in a game with very dynamic systems
- 16:06sometimes the player can feel helpless
- 16:09the level should be balanced so it's
- 16:10reactive to the player and they act as
- 16:12the tipping point for the gameplay
- 16:14systems
- 16:15the gameplay can feel random or
- 16:17non-existent the player isn't able to
- 16:19see the cause and effect of the systems
- 16:20enough to understand why things happen
- 16:23for example using an invisible trigger
- 16:25to spawn enemies on the map is a lot
- 16:27worse than an alarm state in a stealth
- 16:29game
- 16:30alarm state gameplay still has triggers
- 16:32and still spawns enemies
- 16:34but gives the player a lot more
- 16:35information if you want to learn more
- 16:37about making systems legible to new
- 16:38players i very much suggest watching the
- 16:40gdc 2016 talk titled level design and
- 16:43hitman
- 16:44guiding players in a non-linear sandbox
- 16:47these previous issues
- 16:48can usually be a fixed assuming you have
- 16:51mechanical
- 16:51complexity to work with but if you don't
- 16:54then it may be something to bring up
- 16:55with your design team
- 16:57the sorts of systems these games usually
- 16:59have are things like stealth ai
- 17:00companions inventory looting
- 17:02destructible terrain
- 17:03dynamic enemy movement player tools for
- 17:06controlling the enemy
- 17:07sub-objectives like capturing areas or
- 17:10destroying enemy resources
- 17:12they have pacing systems and various
- 17:15movement modes like vehicles etc
- 17:17when discussing how these systems work
- 17:19having a map that feels like it's
- 17:21missing something
- 17:22to show the rest of the team can be very
- 17:23useful
- 17:26on the other hand if what seems to be
- 17:27missing is grand cinematic moments
- 17:29type pacing are very well defined
- 17:30challenges i'm not aware of any way to
- 17:32fix this
- 17:33yet it's part of the trade-off that
- 17:35comes with this kind of map
- 17:37which may not be the best choice for
- 17:39your project it isn't that dramatic
- 17:41scenes or clear challenges can't happen
- 17:43but they tend to result from the
- 17:44existing systems
- 17:46and so they're hard to predict i don't
- 17:49think this is an impossible problem
- 17:50though because there's been a lot of
- 17:51exciting progress in dynamic
- 17:53storytelling lately
- 18:05before i end my talk i just want to
- 18:07recap with an example that brings it all
- 18:08together
- 18:09and shows how a lot of this theory can
- 18:10work in a more linear game
- 18:13the game i'll use for this final example
- 18:15is one that i was in charge of level
- 18:16design on called
- 18:18receiver it has some aspects of linear
- 18:20design
- 18:21but still allows free and unpredictable
- 18:23movement
- 18:24the level was made from tiles each tile
- 18:27is roughly the size of a small office
- 18:29building and has three
- 18:30floors with doors on each side these act
- 18:33as lanes
- 18:35when these tiles are put end to end the
- 18:36lanes can combine or switch positions
- 18:39if i had just stuck these together i
- 18:40would say it was similar to a
- 18:42multi-path level kind of like this x
- 18:46but we did something a little bit
- 18:47different instead the tiles are randomly
- 18:50placed so the player often has multiple
- 18:51choices about how to progress
- 18:54in addition to the strategic choice of
- 18:56which lane to take
- 18:57the tactical choice of the best path
- 18:59through the tile also isn't
- 19:00predetermined either
- 19:02because the enemies and objectives are
- 19:04spawned randomly from hand placed spawn
- 19:06points
- 19:07this is how the space is activated even
- 19:10though almost all this content was
- 19:12pre-authored and the random elements are
- 19:14fairly minor
- 19:15it's still enough to change the ideal
- 19:16strategy and to incentivize exploring
- 19:19the space
- 19:20which makes the level radically
- 19:21non-linear
- 19:23because of these systems it made it
- 19:24difficult to support a standard
- 19:26narrative
- 19:27instead we made the objective to find
- 19:29these audio logs which can play in any
- 19:31order
- 19:32obviously this doesn't result in the
- 19:33most traditional story but i still think
- 19:35it added to the experience
- 19:37that said the story wasn't the strongest
- 19:39aspect of this game
- 19:40that this was part of the trade-off we
- 19:42decided to make
- 19:45another gameplay system at work here is
- 19:46that each new tile is harder than the
- 19:48last one
- 19:49this gives the player an incentive to
- 19:51check all the lanes in a given tile
- 19:53which may require some backtracking as i
- 19:56mentioned when i was talking about miss
- 19:57pacman
- 19:58a systems-based approach to tension is
- 20:00an important pacing tool
- 20:02and i think this could have been boring
- 20:04in some games
- 20:05but because receiver is extremely high
- 20:07tension back tracking serves as a much
- 20:10needed break from clearing new areas
- 20:12this increasing difficulty as you move
- 20:15forward is
- 20:16also provides a layout structure i
- 20:17mentioned earlier called
- 20:19field because these levels don't have a
- 20:22lot of scripted events
- 20:23or built in gameplay they may seem a bit
- 20:26simplistic
- 20:27but part of making a map in this style
- 20:29is to not obstruct the core gameplay
- 20:31in receiver most of the gameplay is
- 20:33built around a real realistic simulation
- 20:35of a gl
- 20:37of a gun including all the working parts
- 20:39and buttons
- 20:40we surfaced all this gameplay for novice
- 20:43players with a context-sensitive help
- 20:45system this makes it clear to the
- 20:47players that every bullet is precious
- 20:49and that every enemy encounter is
- 20:50difficult simply because firing your gun
- 20:52is
- 20:53is difficult this relates directly to
- 20:56the levels because you can scavenge
- 20:57bullets
- 20:58and obviously cover and enemy positions
- 21:00matter more
- 21:01when the situations are so lethal i
- 21:04think these levels do a good job of
- 21:05giving the player interesting choices
- 21:07while staying out of the way
- 21:08enough to let the core gameplay shine
- 21:11by working closely with your gameplay
- 21:14coder and because the core gameplay was
- 21:16so deep my job was made a lot easier and
- 21:18i was able to avoid any really tricky
- 21:20problems
- 21:21part of that was making trade-offs early
- 21:23in development to avoid those kinds of
- 21:25problems
- 21:26in the end focusing on interesting
- 21:28dynamics that shift
- 21:30rewards and hazards keeping layout and
- 21:32pacing in mind
- 21:33and giving the gameplay room to breathe
- 21:35really helped receivers
- 21:37radically non-linear levels come
- 21:38together
- 21:40finally i would like to say i feel like
- 21:42this is a complicated topic
- 21:44and because these maps integrate so
- 21:46closely to the gameplay
- 21:48they're a bit slippery to nail down but
- 21:50i think they really are
- 21:51a distinct and interesting style of map
- 21:54with their own history and design trends
- 21:56hopefully i've provided some concrete
- 21:58ideas on building a map like this
- 22:00and how to approach certain problems
- 22:02whether your future levels
- 22:04are radically non-linear or not thank
- 22:06you for coming to my talk
- 22:15and uh it looks like we have time for
- 22:18plenty of
- 22:18questions uh if you have any questions
- 22:22you can
- 22:22go to the mics
- 22:28hello and thank you for the talk oh
- 22:30thanks so you mentioned that
- 22:32it is a constant challenge being able to
- 22:34nail the level design just right
- 22:36before shipping the game now the
- 22:38industry has changed over the years and
- 22:40now we have tools to measure all sorts
- 22:43of things what's your approach to
- 22:45nailing down the the interesting part
- 22:48uh up to now what i've mostly done is
- 22:51just have
- 22:52play tests do early builds and just get
- 22:54player feedback
- 22:56watch people stream the game i i
- 22:58personally like
- 22:59more than trying to collect metrics
- 23:01through the game i like to
- 23:03um watch live play tests where i can see
- 23:05the player's face
- 23:07so you can get a kind of a more
- 23:09immediate read on what they're
- 23:11reacting to thank you
- 23:17hey what do you think of the dangers and
- 23:20benefits of using procedural generation
- 23:22with these kind of levels uh i think
- 23:26it should be kept to a minimum like it's
- 23:28a very useful tool i know that there's
- 23:30been recently a lot of like kind of
- 23:34negativity towards procedural generation
- 23:38and i don't think that's really makes
- 23:40much sense
- 23:42but at the same time
- 23:45sometimes you just want the level to
- 23:46play a certain way and
- 23:49by introducing just a tiny bit of random
- 23:52elements you can
- 23:54massively expand the playability of a
- 23:55map
- 23:57so yeah i try to use it sparingly um
- 24:04so as an educator i'm brady university
- 24:07in the netherlands um
- 24:08we have a lot of room to do multiple
- 24:11level design projects in our curriculum
- 24:13but one of the things i have to kind of
- 24:15figure out is uh
- 24:16how we build complexity for the students
- 24:19so like where we start simple and then
- 24:21build up
- 24:22um and some parts of that are easy like
- 24:25single player platform game level design
- 24:28is
- 24:28a nice starting point but do you think
- 24:31the uh linearity
- 24:32and non-linearity is that more difficult
- 24:35or
- 24:36i think that especially now making a
- 24:40really compelling
- 24:42linear experience is like extremely
- 24:45difficult
- 24:45so um and it's mostly different
- 24:48disciplines like
- 24:49more about storytelling environmental
- 24:52narrative
- 24:54my last game i made was totally linear
- 24:56totally totally linear
- 24:57totally linear like adventure game so
- 25:00i'm well acquainted with those problems
- 25:02and yeah i i think they're both really
- 25:04difficult just different
- 25:06so uh non-linearity is more like a
- 25:08sideways shape yeah just like a
- 25:10different
- 25:11a different set of skills okay cool
- 25:14hello so thank you for the talk um
- 25:17i wanted to know you mentioned at the
- 25:20start that
- 25:21the making of the levels is like making
- 25:24sure
- 25:24what space is blocked and making when
- 25:27what space is open
- 25:28but in this kind of non-linear level
- 25:31where you opened up a lot of this space
- 25:35what let's say one problem maybe if the
- 25:38player has a lot of
- 25:40freedom of movement no there's not
- 25:42necessarily that they can fly but
- 25:44let's say you know i know they can climb
- 25:45walls or something like that
- 25:47how can you make let's say obstacles or
- 25:51walls that actually are obstacles
- 25:54without
- 25:55impeding the core gameplay in that way
- 25:57so uh yeah i
- 25:59one of the games that i didn't mention
- 26:00because i had a lot of trouble with this
- 26:02exact problem was overgrowth
- 26:04because your character is this rabbit
- 26:06and he can jump like
- 26:0830 feet in the air and run 40 miles per
- 26:11hour
- 26:12and you're you're just like flying past
- 26:14everything at top speed and going
- 26:16anywhere you want
- 26:17and yeah this is a really difficult
- 26:19problem and i i would
- 26:21you know i think ultimately you have to
- 26:23have those kinds of
- 26:24movement options cost something at least
- 26:27a little bit of something so that you
- 26:29can
- 26:30like have some gradient in the player
- 26:33behavior
- 26:34or else they are just going to be lying
- 26:36to the objective and jump over
- 26:37everything because their character is
- 26:38superman
- 26:40okay thank you thanks
- 26:44caicho escudigasco thank you for the
- 26:46talk i recognize this maybe a little bit
- 26:48outside of your field of expertise but
- 26:49i'm curious about
- 26:51the overlaps with vr projects in terms
- 26:53of linear and nonlinear
- 26:54design yeah uh there is a
- 26:58vr version of um receiver
- 27:02and i've but i've only played it a
- 27:03little bit
- 27:05um and i'm not sure
- 27:08i think it's it it basically works like
- 27:11i don't think it's like massively
- 27:12different uh it's
- 27:13maybe a little bit more confusing um
- 27:17when you can't like whip your head
- 27:18around and get for some people maybe
- 27:20less confusing for others i don't
- 27:22i'm not sure but i haven't done
- 27:24extensive player testing with that kind
- 27:26of thing so
- 27:28yeah thank you anyone else
- 27:34thanks for coming to my talk
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