systemic level design harvey smith [email protected]

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Systemic Level Design Systemic Level Design Harvey Smith [email protected]

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Page 1: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Level Design

Harvey [email protected]

Page 2: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Lecture Overview

• Intro, Overview and High Concept• Special Case LD• Systemic LD• Pros of Systemic LD• Cons of Systemic LD• Summation

Page 3: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

What if Frank Lloyd Wright Built Doom Levels?

• Not a visual aesthetics or architecture talk.

• Not a level design ‘chokepoint’ or ‘flow’ talk.

Page 4: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

What Today’s Talk ‘Is’

• Related to LD content creation tasks and tools.

• Advocates gameplay implementation:o According to (systemic) global patterns o Instead of (special case) localized patterns

Page 5: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Intro: Ion Storm (Austin)

• An EIDOS Studio• Studio Head – The

GREAT Warren Spector ™

• Titles to date – Deus Ex (PC and PS2)

• In development – Deus Ex 2, Thief 3

• Focus on Immersive Simulations

Page 6: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Intro: Harvey Smith

• Deus Ex 2 (Project Director) • Deus Ex (Lead Designer) • FireTeam (Lead Designer) • Technosaur (Project Director/Designer) • CyberMage (Associate Producer) • Ultima VIII CD (Tester/Design Assist) • System Shock (Lead Tester) • Super Wing Commander 3DO (Tester)

Page 7: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Deus Ex: Goals

• Spy fiction• Realistic

environments• Immersive

environments• Genre mix• Player-driven

experience

Page 8: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Deus Ex: Where We Ended Up

• Conspiracy Theory• Globe-hopping, Real

World Locations• Immersive Sim –

Shooter Hybrid• Multiple Solutions

to Problems

Page 9: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Deus Ex: Systemic/Special Case Hybrid

• Multiple Solutions (Player Expression)o Player-expression via game systems,

emergence and simulation (Systemic).o Player-expression via LD-driven puzzles

and situations (Special Case).

Page 10: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

High Concept

• Level designers can establish gameplay systemically or on a special case basis.

• Systemic implementation enables o More intentional, less scripted playo Decreases the learning curveo Makes bug fixing easier

Page 11: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case Level Design Definition

• Special case level design is the creation of gameplay out of the notions of a particular designer, as needed for a specific, localized occurrence in the game.

• Special case level design has limited awareness of global game patterns.

Page 12: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case Level Design

• All about the ideas of a given level designer:o What is consistento What is fun (and rewarding)

• Consistency is possible, but improbable: o Requires vigilant manual effort o Single cardboard box in DX contained

something useful

Page 13: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case: Planning

• Example—Team discusses:o Fictional setting of a given levelo “Look and feel” o Placement of units (monsters or

characters), weapons, tools or resourceso Specific puzzles or scripted sequences

Discussed, but implementation is not detailed Not practical Different designers, different styles/techniques

Page 14: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case: Tools & Content Creation

• Properties and parameters for many game elements reside on a per instance basis:o Objects with tweaked parameterso Unique moving geometry (movers)o Special triggers

• All cobbled together by each LD individually

Page 15: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case: Tools & Content Creation

• Examples:o Generic (highly configurable) triggerso Moving geometry (generic “movers”)o Different LD’s create visually identical “crushing

block” puzzles that function differently, with subtle variations.

• Many editors have hybrid toolso DX1 trip lasers had default properties, but could

be tweaked, causing problems.

Page 16: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case: Bug Fixing

• Testing finds problems and often each instance of a gameplay element must be visited and reconfigured manually:o Each scripted sceneo All triggers controlling specific state

changeso All unique moverso Et cetera

Page 17: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case: Bug Fixing

• Example—Playtest determines that crushing blast doors add fun.

• Because each door was set up manually, each door must be visited individually: o Takes time o Likely to introduce bugs

Page 18: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Level Design Definition

• Systemic level design is the creation of gameplay out of combinations of existing game elements with globally defined, consistent characteristics and behaviors.

• Systemic level design has an awareness of global game patterns.

Page 19: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Planning

• Team discusses:o Same stuff as in Special Case planning

(fiction, look and feel, game element placement, specific sequences)

o Rules governing behaviors of game elements

o Specific methods for implementing types of situations (according to agreed upon patterns)

Page 20: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Planning

• Example—Team plans 3 door classes: o Light doors easily destroyed and do not

inflict damage o Medium doors only destroyed by explosives

and inflict light damage o Heavy doors cannot be destroyed and inflict

heavy damage

Page 21: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Tools & Content Creation

• Game element properties and parameters reside at a higher level, rather than on a per instance basis.

• Tools for adding game elements are streamlined, calling upon archetypes, rather than specific instances of any given game element.

Page 22: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Tools & Content Creation

• Example—Door behavior (3 classes) stored in object property treeo Not entered for each of 500 doors by hando Information entered and managed centrallyo LD’s select proper door and drop into placeo New door types are added when neededo All doors inherit properties from archetypes

Page 23: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Bug fixing

• Playtest determines that a given gameplay element behaves inappropriately.

• A change is made to the object property tree storing the behaviors of the game element archetype.

Page 24: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Bug fixing

• Example—Playtest complains that medium doors are not always destroyed by grenades:o Medium door strength is lowered globally

Page 25: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Advantages

• Consistency• Emergent Gameplay• Efficiency

Page 26: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency Breakdown

• Consistencyo Plan Formulationo Intuitive Behavioro Learning Curve

• Emergent Gameplay• Efficiency

Page 27: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency: Plan Formulation

• Consistency rewards strategic plan formulation.

• Once the behaviors of game elements can be predicted, the player is empowered to make assumptions.

• Success or failure are understood. • Player feels a sense of agency.

Page 28: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency: Plan Formulation

• Example—LD’s set up blast doors w/ different properties:o Crush, Move Speed, Sound Volume

• After encountering first blast door, player makes assumptions about second blast door.

• Plans fail.• Player feels like he is uncovering an arbitrary

path set out for him by the designer.

Page 29: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency: Intuitive Behavior

• If game elements are implemented with systemic consistency:o The player is more likely to develop an

intuitive understanding of game elements. o Variations of game elements are likely to be

understood even if the player is encountering them for the first time.

Page 30: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency: Intuitive Behavior

• Systemically implemented fire damage model:o If campfire burns player-character once, it is likely

to burn him twice.o If player encounters a second form of fire (like a

fire barrel), it is likely to behave intuitively: Burns player-character Burns cat Burns dog

Page 31: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Consistency: Learning Curve

• If the behaviors of game elements stay consistent:o Player spends less time learning the game o Player spends more time playing the game

Page 32: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Emergent Gameplay

• Consistency• Emergent Gameplay

o Special Case = Per instance basiso Systemic = Class-to-class basis

• Efficiency

Page 33: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Emergence

• Emergent gameplay can arise from the interaction of simple rules, making the whole of the game experience greater than its parts, allowing for second order consequences.

Page 34: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Emergence

• DX1 Monsters were more systemic than characters:o Monsters were dropped in placeo Characters’ properties were tweaked

Urban context: Run when shots fired Warzone context: Crouch when shots fired

• DX1 Monsters provided more comprehensible, useful emergence

Page 35: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Emergence Example 01

• Players discovered deeper layer of interaction than we had planned:o Locked Containers: Opened w/ resources.o MiB Unit: Explodes upon death.o Emergent Strategy: Players used MiB’s to

open locked containers. • Good surprise: “Oh, wow, of course.” • Bad surprise: “What the hell?!?”

Page 36: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Emergence Example 02

• Transform: Convert organic into mech.

• Command Bolt: Steal enemy mech.

• Player can upgrade then steal enemy organic units.

Page 37: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Efficiency

• Consistency• Emergent Gameplay• Efficiency

Page 38: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Efficiency

• Systemic Level Design:o Plan-and-drop efficiencyo Global bug fixeso Designers spend less time on tedious map-

monkey tasks and more on gameplay

Page 39: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Efficiency

• Example—A change made to TripLaser_red in the global object hierarchy changes all red trip lasers.

• Worth noting: Part of the DX1 problem was the lack of a LD tools support programmer.

Page 40: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic: Disadvantages

• Need for Shoehorning• Introduction of Uncertainty • Designer Perception

o Loss of powero Consistency is boring

Page 41: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Shoehorning

• Twisting an idea to make it work with core gameplay systems. A restriction on creative impulse in exchange for the benefits of systemic level design.o Sometimes needed to meet creative visiono Sometimes needed for player expectation

Page 42: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case Squad Mate Example

• Designers (and testers) wanted a “squad mate” for cell break

• Idea made total sense, in context• DX1 lacked “Squad Mate AI”• We hacked it in anyway with a bunch of

manually placed triggers

Page 43: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Ladies and Gentlemen…Miguel

• It met expectation and provided color

• It broke often and was lame

• Special case tools are powerful (maybe in a bad way)

Page 44: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Arrow/Pyre Example

• Designer takes abstract idea and warps it to work with some of the core game systemso Planting spots become pyreso Seeds become water arrowso Stealth is employedo Core context/fiction is employed

Page 45: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Uncertainty

• Systemic LD is more likely to allow for emergent events within the game.

• Emergent behaviors are often too subtle (or too numerous in permutation) for the team to effectively predict, introducing uncertainty.

Page 46: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Prox Mine Uncertainty

• Prox mines behaved according to globally consistent rules about relationships between classeso Player could attach/un-attach prox mineso Prox mines were physical objectso Player could collide w/ physical objectso Player didn’t detonate his own o Player could climb walls w/ prox mines

Page 47: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Prox Mine Climbing

Page 48: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Special Case Prox Mine

• Prox Mine (red dot) is linked manually to other game elements (green dots).

• Prox Mine has no relationship w/ some game elements (black dots).

Page 49: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Prox Mine

• Prox Mine (red dot) is linked to object class (hollow green dot).

• Prox Mine has relationship w/ all game elements (green dots).

Page 50: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Prox Mine Model Comparison

Page 51: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Designer Perception: Loss of Power

• “A foolish consistency is the hobgoblin of little minds.”

– Ralph Waldo Emerson, Special Case Level Designer (and Poet)

Page 52: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Designer Perception: Loss of Power

• LD loses some specific narrative/flow control.

• LD gains:o Tools that can be combined and trusted.o Power to contextualize the world.o Power to empower the player.

Page 53: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Designer Perception: Consistency Is Boring

• “Consistency is contrary to nature, contrary to life.”

– Aldous Huxley, Special Case Level Designer (and Depressing SF Writer)

Page 54: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Designer Perception: Consistency Is Boring

• Games with emergence are often surprising (in a good way).

• Players often perceive open-ended game environments as providing more freedom. “Anything can happen.”

• Systemic games encourage the player to experiment.

Page 55: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Vs Special Case: Player Perception

• Doug Church:

• Playing the Game Designer versus Playing the Game

Page 56: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Playing the Designer

• Often much more frustrating:o Some arbitrary force is foiling the playero Behaviors change, instance to instanceo Environment inconsistent or incompleteo Plans often fail for inexplicable reasonso Surprise: “What the hell???”

Page 57: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Playing the Game

• Can be particularly satisfying:o Fewer logical breaks in consistencyo Environment feels rationalo Player feels free to experimento Player feels less manipulatedo Plans fail or succeed comprehensiblyo Surprise: “Oh, cool…of course”

• The system does not care—it has no agenda.

Page 58: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Some Benefits of Special Case LD

• Variation • Outside Scope of

Core Mechanics• Unique Moments• Story Advancement

Page 59: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic and Special Case Examples

• Heart of Darkness• GTA3• Platform Games

Page 60: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Heart of Darkness

• Great Gameo Amazing Arto Short Play-timeo Simple Interfaceo Fun

• Every scene totally special case

Page 61: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Heart of Darkness

• Constant variation

• Player constantly sees something new

• Any interaction is possible

Page 62: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Heart of Darkness

• Constant guessworko Sometimes up arrow

means “climb wall”o Sometimes up arrow

means “jump”

• Very narrow range of emergent interaction

Page 63: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Heart of Darkness

• Fun is still possible

• Heart of Darkness has different (not inferior) values

Page 64: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Grand Theft Auto 3

• Game of the Year• ‘Sandbox’ freedom

through simulation o Pedestrian Traffico Vehicle Physicso Dynamic Missionso Damage Model

• Goal Completion

Page 65: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Grand Theft Auto 3

• Mostly systemic:o Drive off roof

• Sometimes special case:o Play it our way

• Suffered when Systemic and Special Case contrasted

Page 66: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

GTA3 Cartel Example

• Goal Completion Methodologyo Sniper Rifle Onlyo Must Wait For 8-ballo MISSION FAILED

• Contrasts w/ Goal Completion

Page 67: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Platform Games

• Games like Mario64, Sonic

• Made up almost entirely of systemic elements

• LD’s create gameplay patterns by combining elements

Page 68: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Summation: High Concept

• Level designers can establish gameplay systemically or on a special case basis.

• Systemic implementation enables o More intentional, less scripted playo Decreases the learning curveo Makes bug fixing easier

Page 69: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Summation: Last Thoughts

• Design object behaviors by type, rather than by instance.

• This is central to designing a behavior system rather than a set of puzzles.

Page 70: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Goodbye and Good Luck

Special Thanks: Ion Storm Austin, Marc LeBlanc, Warren Spector, Tim Stellmach, Ricardo Bare,

Brian Sharp, Kent Hudson, Clay Hoffman and Doug Church

Page 71: Systemic Level Design Harvey Smith witchboy@ionstorm.com

Systemic Level Design

Systemic Level DesignHarvey Smith ([email protected])