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Level Design Workshop

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Title: Level Design Workshop


1
Level Design Workshop
2
Part 1 Emergence
3
Reminder
  • Movies are structured into scenes
  • Games are structured into experiences
  • The experience fan is a single line for movies,
    but branches out for games
  • Not so much (Final Fantasy)
  • A lot (Far Cry 2)

4
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5
Experience Fan
  • We could draw different experience fans for enemy
    interaction and the environment
  • Example Dead Space is a wide fan for enemies,
    but very small for the space
  • Players played encounters differently
  • Players traversed rooms very similarly

6
Emergence
  • emerge
  • 1. to come forth into view or notice, as from
    concealment or obscurity a ghost emerging from
    the grave a ship emerging from the fog.
  • 2. to rise or come forth from or as if from
    water or other liquid.
  • 3. to come up or arise, as a question or
    difficulty.
  • 4. to come into existence develop.
  • 5. to rise, as from an inferior or unfortunate
    state or condition.

7
Emergence
  • Emergent gameplay arises unexpectantly from the
    interplay of different game systems. As an
    emergent system, the whole is greater than the
    sum of the parts.

8
Systems Reminder
  • We can measure the player's level of engagement
    by looking at how interconnected the game is
  • Do we create meaningful play, or do we reach dead
    ends?

9
Complexity
  • What emerges from these interconnected game
    systems is complexity
  • The whole is greater than the parts
  • Designers might not even foresee every scenario
    emerging from the systems design

10
Complexity
  • Systems can reach a level of complexity where
    a'complexity barrier' is crossed. The systems
    that cross this barrier are complex systems and
    exhibit special behaviors.
  • (Rules of Play)

11
Complexity Example
  • Also from Rules of Play
  • In the study of planetary motion, systems with
    two planetary bodies (such as a star and a single
    planet orbiting it) can be mathematically
    articulated to precisely predict the motion of
    the two bodies in space. But once a third element
    is added to the system, gravity from each
    planetary body affects the other two, drastically
    complicating the mathematical factors determining
    their relative motion.

12
In Other Words
  • Small change, big difference.

13
Examples
  • Half-Life 2
  • Quake Rocket jumping
  • Doom 2 Archive creates invincible zombies

14
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15
Conclusions
  • This is why it's often a bad idea to write a
    highly detailed, fully fleshed out design doc
  • How do we know that all systems are going to
    work?
  • How do we anticipate all interrelations in
    theory?
  • Rule design each game system to have at least
    one interconnection. More might emerge during
    development.

16
End
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