Download - GDC2011 - Motivating Players in Open Worlds
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I WANT TO GO TO THEREMotivating Players in Open GamesJoel Burgess, Senior DesignerBethesda Game Studios
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Simple Question• How do you go about making
levels for open-world games?
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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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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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Point Lookout Video Introduction
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Motion in Environment
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Prior Knowledge
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Don’t Forget Audio
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Goals & Player Motivation• Aim for the player to always have a goal
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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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Deliberate Distraction
A B
Ente
rtai
nmen
t
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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Consolation Loot
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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
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Fallout 3 Example: The Wasteland
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Thank You