290 likes | 384 Views
Explore how Dishonored offers a blend of simulation, branching storylines, and player improvisation. Learn about balancing player creativity with narrative constraints through multiple play styles, nonlinear environments, and environmental storytelling. Discover the benefits and downsides of general-purpose systems, input/output mechanisms, and the play-path matrix in creating immersive gaming experiences.
E N D
Empowering the Playerin 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 • 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
Balancing Player Creativity vsNarrative 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 vsNarrative 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)
Today’s Talk • Empowering the Player in a Story-rich Environment • Overview • General Purpose Systems • The Play-path Matrix • Summary
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 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 • 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 • 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
SUMMARYOur Goals • 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
SUMMARY • Putting it all together • Balance of Scripting vs General Purpose Systems • The Lord Regent in Dunwall Tower
Thanks for Your Time Questions?