Empowering the Player in a Story-rich Environment
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Transcript of Empowering the Player in a Story-rich Environment
Co-directing
Empowering the Playerin a Story-rich Environment
INTRO Raf, Harvey, Arkane Studios Co-creative Direction
Something new for us; challenging Combined Strength, Reduced Weakness
Dishonored A sub-genre we truly love Branching Story + Simulation = Player Improvisation An ongoing creative pursuit
Dishonored is a blend of… Rules-based Simulation Scripting Randomization of Goals/Targets Nonlinear Mission Environments Chokepoints Branching Storyline
…in service of enabling player improvisation in a story-rich environment
This involves balancing player creativity vs narrative constraint
Guiding and Attracting Instead of Dictating the Player’s Path
Enabling Pull-based Narrative Instead of push-based, forcing story and canned cinematics
Finding Ways to Give the Player Freedom Player has direction and a plan; Avoiding “drunk walking” Player-driven Pace
Balancing Player Creativity vs Narrative Constraint
We Allow Multiple Play Styles Optional Goals
Alternate Outcomes; Side Missions Overload the Environment w/ Info
Pull-based Narrative (+ Environmental Storytelling) Multiple Expressions of Morality: Kill or Let Live Reward For Getting There; Not How Player Got There General Purpose Systems Nonlinear Environmental Space (Play-path Matrix)
Balancing Player Creativity vs Narrative Constraint
Empowering the Player in a Story-rich Environment Overview General Purpose Systems The Play-path Matrix Summary
Today’s Talk
GENERAL PURPOSESYSTEMS
GENERAL PURPOSE SYSTEMS What We Mean
Entities influence each other through an input/output system Door/Enemy Grenade Example
Game mechanics that “listen” to each other …in a general way; we don’t think about each potential interaction in advance
But this is also a game design value Summon Rats: AI Targeted Version Summon Rats: Summoned in the World Version
GENERAL PURPOSE SYSTEMS Special Case Input/Output
GENERAL PURPOSE SYSTEMS Property-based Input/Output
GENERAL PURPOSE SYSTEMS The Benefits
Systems Resolve Situations Unplanned By Designer New Player Tactics Emerge; Unique Pay-off Moments
Players Feel Ownership Of The Experience Consistency
Fewer Arbitrary Moments
GENERAL PURPOSE SYSTEMS The Downsides
Non-dramatic moments Some players are lost Players are responsible for creating fun The “stew” requires enough entities w/ relationships Breakage/bugs
GENERAL PURPOSE SYSTEMS Our Process
Process 1) Plan General Purpose Rules 2) Implement 3) PLAY for a while 4) Add Specific Rules
Put features in place in the context of the game and let the systems live together for a while, even if they feel unfinished
Add Specific Rules Later Support Interesting Interactions: Possession Fall Fix Critical Bugs: Wall of Light Exploit
GENERAL PURPOSE SYSTEMS Our Process – Additional Tips
Avoid Excessive Map Markup Climbing Example
Design Entities with Multiple Input/Output Relationships Rat Swarm + Guards Rat Swarm + Corpses Rat Swarm + Possession Rat Swarm + Rat Tunnels Rat Swarm + Escape Combat
GENERAL PURPOSE SYSTEMS What Players Can Do
Amazing player puts together general purpose mechanics in an improv way:
https://www.youtube.com/watch?v=_eqOMI8_txw
THE PLAY-PATH MATRIX
THE PLAY-PATH MATRIX
Another way of talking about nonlinear mission environments
THE PLAY-PATH MATRIXWhat We Mean
Multiple Gameplay Tools or Approaches Stealth or combat, lethal or nonlethal, ranged, Possession, Blink, Bend Time,
hacking security device, slow or sprinting, pick-pocketing the key Complemented by Multiple Adjacent Pathways
Front door, rooftop, back alley, window, waterway underneath
Together these make an interesting possibility space
THE PLAY-PATH MATRIXThe Benefits
At any given time, the player can make choices Which differentiated tool to use The tactical approach How to interpret the situation morally Which pathway to take
The benefit is that the player owns more of the experience
THE PLAY-PATH MATRIXOur Process
Support Key Play Styles Everywhere, Constantly Not on discrete tracks Not predictably
Don’t put an apple in each dumpster Break the patterns
THE PLAY-PATH MATRIXOur Process
Randomized Goals or Mission Objectives The player owns the experience Replay is possible, more likely Level designers and artists cannot “over script”
Examples Lady Boyle’s Last Party The Pendleton Twins at the Golden Cat
THE PLAY-PATH MATRIXOur Process
Leave Enough Space for Player-driven Goals A range of outcomes…
Ghosting Vs Imperfect Stealth Vs Messy Murderous Vs Nonlethal Slow-pace Vs Fast Story Absorption Vs Action
Example – The Heart Leads Players To Bone Charms and Runes
And Thus Optional, Off-path Areas Also Factors Into Player Attitude/Morality Additional Story
SUMMARY
SUMMARY We strongly believe in…
Guiding players instead of dictating General Purpose Systems
Tools and Entities that can be used creatively The Play-Path Matrix
Multiple pathways complemented by player tools
A dynamic story, derived from the player’s actions This is an interactive form of drama
“Anything could happen” Traditional story elements are there to give narrative context
SUMMARYOur Goals
Players can play creatively Example: Jump + Blink Example: Possession + Falling
SUMMARYOur Goals
Putting it all together Balance of Scripting vs General Purpose Systems The Lord Regent in Dunwall Tower
SUMMARY
Thanks for Your Time
Questions?