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I WANT TO GO TO THERE Motivating Players in Open Games Joel Burgess, Senior Designer Bethesda Game Studios
Simple Question How do you go about making levels for open-world games?
First – What’s Unique? Open-World vs Sandbox One describes world, the other mechanics Both emphasize player choice or player agency
Define “Open”
Player Agency
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 GamesImportant?
Tandem Authorship
The Unpredictable Player Trained to Defy Direction Will always confound you Not, actually, a jerk.
Player-Designer Contract The Player is in Control
Player-Designer Contract The Player is in Control Stay Backstage
Player-Designer Contract The Player is in Control Stay Backstage Fulfill Expectations
Player-Designer Contract The Player is in Control Stay Backstage Fulfill Expectations Player Story > Designer Story
Setting Up For Fun
Environmental Techniques
Distant Landmarks
Nearby Landmarks
Point Lookout Video Introduction
Motion in Environment
Prior Knowledge
Don’t Forget Audio
Goals & Player Motivation Aim for the player to always have a goal
Goal Types Explicit Goals Player Determined Goals Emergent Goals Goals of Opportunity Out-of-Game Goals
Components of a Goal Perceived Risk/Reward Commitment Inherent Interest
Are We Powerless? No!  Provide Interesting Goals For the Widest  Possible Range of Player Interests
Deliberate Distraction A B Entertainment  Yawn… Time
Deliberate Distraction X Z A B Y
Deliberate Distraction A B Y X Entertainment  Time
Dealing With Empty Area “Just for Looks”
The Iconic Rope Bridge
Handling for Open Games
The  Iconic Rope Bridge Handle Falling Hint: Killboxes Suck Build a Way Out of the Ravine Don’t abandon as Dead Area
Consolation Loot
Same Problem, New Scope POI Density
POI Density POI Options Time per POI Your Desired POI Density Vertical “Chunk” Estimate Extrapolate Against Time in Schedule
Fallout 3 Example: DC Neighborhoods

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GDC2011 - Motivating Players in Open Worlds

Editor's Notes

  1. This slide is the premise from the talk – I was stumped by this question.
  2. Because it is too broad and complex, I had to narrow my focus.
  3. We have lots of open games“Open” quality has a long history – all platforms/backgroundsSandbox gets lumped in – SEGUE: Common Ground is Player Agency Emphasis
  4. What makes Open games so interesting?Best positioned to fulfill the core promise of videogamesSEGUE: What does this mean to us as creators?
  5. Player Control is inversely proportional to designer controlTrust & Understanding SEGUE: Designer – Player Relationship
  6. Talk about the core problem of maximizing fun without the player feeling forced into it
  7. Paths, Signage, Signs of Life
  8. Talk about a classic set-up and how it’s used traditionally
  9. Talk about what is needed to bring this sort of scenario up to expectations for Open Games