Empowering the Player in a Story-rich Environment
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Co-directing
Empowering the Playerin a Story-rich Environment
Game Design Philosophy
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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
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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
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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
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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
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Empowering the Player in a Story-rich Environment Overview
General Purpose Systems
The Play-path Matrix
Summary
Today’s Talk
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GENERAL PURPOSESYSTEMS
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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
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GENERAL PURPOSE SYSTEMS Special Case Input/Output
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GENERAL PURPOSE SYSTEMS Property-based Input/Output
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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
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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
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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
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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
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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
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THE PLAY-PATH MATRIX
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THE PLAY-PATH MATRIX
Another way of talking about nonlinear mission environments
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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
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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
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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
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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
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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
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SUMMARY
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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
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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
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Players can play creatively Example: Jump + Blink Example: Possession + Falling
SUMMARYOur Goals
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Putting it all together Balance of Scripting vs General Purpose Systems The Lord Regent in Dunwall Tower
SUMMARY
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Thanks for Your Time
Questions?