motivating player in open worlds

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WANT TO GO TO THERE otivating Players in Open Games el Burgess, Senior Designer thesda Game Studios

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Page 1: Motivating Player in Open Worlds

I WANT TO GO TO THEREMotivating Players in Open GamesJoel Burgess, Senior DesignerBethesda Game Studios

Page 2: Motivating Player in Open Worlds

Simple QuestionHow do you go about making levels for open-world games?

Page 3: Motivating Player in Open Worlds

Level Design

Single Player Multiplayer

Linear Non-Linear

InteriorExterior

FPS

MMORPG

RPG

RTS

HorrorAdventure

Co-Op

Competitive

Page 4: Motivating Player in Open Worlds

WHAT ARE OPEN GAMES?Welcome to My Sandbox

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Define“Open”

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Player Agency

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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?

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Tandem Authorship

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The Unpredictable Player• Trained to Defy Direction

• Will always confound you

• Not, actually, a jerk.

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Player-Designer Contract

• The Player is in Control

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Player-Designer Contract

• The Player is in Control• Stay Backstage

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Player-Designer Contract

• The Player is in Control• Stay Backstage• Fulfill Expectations

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Player-Designer Contract

• The Player is in Control• Stay Backstage• Fulfill Expectations• Player Story > Designer Story

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CREATING THE FRAMEWORKEnabling Player Participation

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Setting Up For Fun

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Environmental Techniques

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Distant Landmarks

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Nearby Landmarks

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Distant Ruins

Farms

Carriage & Caravan Merchants

Giant(Companions Quest Hook)

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Point Lookout Video Introduction

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Motion in Environment

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Prior Knowledge•Roads•Bridges•Signposts•Distant Smoke•Flowing Water•Lit Windows/Fires•Tracks of Vehicles/Creatures

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Don’t Forget Audio

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WHAT’S OUR GOAL? IT’S GOALS.Yo dawg, I heard you like goals.

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Goals & Player Motivation• Aim for the player to always have a goal• Know what goal types your game permits

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Goal Types• Explicit Goals• Player Determined Goals• Emergent Goals• Goals of Opportunity• Out-of-Game Goals

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Components of a Goal• Perceived Risk/Reward• Commitment• Inherent Interest

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Are We Powerless?• No!

Provide Interesting Goals For the Widest Possible Range of Player Interests

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DESIGNING FOR FREEDOMKnowing is Half the Battle

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Deliberate Distraction

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Ente

rtai

nmen

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Time

Yawn…

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Deliberate Distraction

A BX

Y

Z

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Deliberate Distraction

A B

Ente

rtai

nmen

t

Time

X Y

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Dealing With Empty Area

“Just for Looks”

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The Iconic Rope Bridge

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Handling for Open Games

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Dragon SoulBoss Chest

Word of PowerDragon Priest Mask

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Consolation Loot

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LARGE-SCALE MOTIVATIONConsiderations for Big Worlds

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Same Problem, New Scope

POI Density

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POI Density• POI Options• Time per POI• Your Desired POI Density• Vertical “Chunk” Estimate• Extrapolate Against Time in Schedule

Page 50: Motivating Player in Open Worlds

Fallout 3 ExamplesAdding and Cutting

(even when it hurt)

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Fallout 3 Example: DC Neighborhoods

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Thanks For Listeningemail [email protected] @joelburgessfacebook “level design in a day” group