GDC2011 - Motivating Players in Open Worlds
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Transcript of GDC2011 - Motivating Players in Open Worlds
I WANT TO GO TO THEREMotivating Players in Open GamesJoel Burgess, Senior DesignerBethesda Game Studios
Simple Question• How do you go about making
levels for open-world games?
Define “Open”
Player Agency
Why Are We Fascinated?• What makes Open games so interesting?– Best positioned to fulfill the core promise of
videogames– Old Hat, but interactivity is what makes our
medium special, and interactivity is the focal point of Open Games
Why Are Open Games Important?
Tandem Authorship
The Unpredictable Player• Trained to Defy Direction
• Will always confound you
• Not, actually, a jerk.
Player-Designer Contract
• The Player is in Control
Player-Designer Contract
• The Player is in Control• Stay Backstage
Player-Designer Contract
• The Player is in Control• Stay Backstage• Fulfill Expectations
Player-Designer Contract
• The Player is in Control• Stay Backstage• Fulfill Expectations• Player Story > Designer Story
Setting Up For Fun
Environmental Techniques
Distant Landmarks
Nearby Landmarks
Point Lookout Video Introduction
Motion in Environment
Prior Knowledge
Don’t Forget Audio
Goals & Player Motivation• Aim for the player to always have a goal
Goal Types• Explicit Goals• Player Determined Goals• Emergent Goals• Goals of Opportunity• Out-of-Game Goals
Components of a Goal• Perceived Risk/Reward• Commitment• Inherent Interest
Are We Powerless?• No!
Provide Interesting Goals For the Widest Possible Range of Player Interests
Deliberate Distraction
A B
Ente
rtai
nmen
t
Time
Yawn…
Deliberate Distraction
A BX
Y
Z
Deliberate Distraction
A B
Ente
rtai
nmen
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Time
X Y
Dealing With Empty Area
“Just for Looks”
The Iconic Rope Bridge
Handling for Open Games
Consolation Loot
Same Problem, New Scope
POI Density
POI Density• POI Options• Time per POI• Your Desired POI Density• Vertical “Chunk” Estimate• Extrapolate Against Time in Schedule
Fallout 3 Example: The Wasteland
Thank You