I Want To Go To There: Motivating Players in Open Games

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 38

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?
Define “Open”
Player Agency
Why Are We Fascinated?

Why Are Open


Games Important?
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
Entertainment

Time
Deliberate Distraction
Deliberate Distraction
Entertainment

Time
Dealing With Empty Area

“Just for Looks”


The Iconic Rope Bridge
Handling for Open Games
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: The Wasteland
Thank You

You might also like