empowering the player in a story-rich environment

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Co-directing Empowering the Player in a Story-rich Environment

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Empowering the Player in a Story-rich Environment. Co-directing. 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 - PowerPoint PPT Presentation

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Page 1: Empowering the  Player in  a Story-rich Environment

Co-directing

Empowering the Playerin a Story-rich Environment

Page 2: Empowering the  Player in  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

Page 3: Empowering the  Player in  a Story-rich Environment

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

Page 4: Empowering the  Player in  a Story-rich Environment

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

Page 5: Empowering the  Player in  a Story-rich Environment
Page 6: Empowering the  Player in  a Story-rich Environment

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

Page 7: Empowering the  Player in  a Story-rich Environment

Empowering the Player in a Story-rich Environment Overview General Purpose Systems The Play-path Matrix Summary

Today’s Talk

Page 8: Empowering the  Player in  a Story-rich Environment

GENERAL PURPOSESYSTEMS

Page 9: Empowering the  Player in  a Story-rich Environment

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

Page 10: Empowering the  Player in  a Story-rich Environment

GENERAL PURPOSE SYSTEMS Special Case Input/Output

Page 11: Empowering the  Player in  a Story-rich Environment

GENERAL PURPOSE SYSTEMS Property-based Input/Output

Page 12: Empowering the  Player in  a Story-rich Environment

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

Page 13: Empowering the  Player in  a Story-rich Environment

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

Page 14: Empowering the  Player in  a Story-rich Environment

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

Page 15: Empowering the  Player in  a Story-rich Environment

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

Page 16: Empowering the  Player in  a Story-rich Environment

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

Page 17: Empowering the  Player in  a Story-rich Environment

THE PLAY-PATH MATRIX

Page 18: Empowering the  Player in  a Story-rich Environment

THE PLAY-PATH MATRIX

Another way of talking about nonlinear mission environments

Page 19: Empowering the  Player in  a Story-rich Environment

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

Page 20: Empowering the  Player in  a Story-rich Environment

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

Page 21: Empowering the  Player in  a Story-rich Environment

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

Page 22: Empowering the  Player in  a Story-rich Environment

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

Page 23: Empowering the  Player in  a Story-rich Environment

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

Page 24: Empowering the  Player in  a Story-rich Environment

SUMMARY

Page 25: Empowering the  Player in  a Story-rich Environment

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

Page 26: Empowering the  Player in  a Story-rich Environment

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

Page 27: Empowering the  Player in  a Story-rich Environment

Players can play creatively Example: Jump + Blink Example: Possession + Falling

SUMMARYOur Goals

Page 28: Empowering the  Player in  a Story-rich Environment

Putting it all together Balance of Scripting vs General Purpose Systems The Lord Regent in Dunwall Tower

SUMMARY

Page 29: Empowering the  Player in  a Story-rich Environment

Thanks for Your Time

Questions?