Title: Systemic Level Design
1Systemic Level Design
- Harvey Smith
- witchboy_at_ionstorm.com
Systemic Level Design
2Lecture Overview
- Intro, Overview and High Concept
- Special Case LD
- Systemic LD
- Pros of Systemic LD
- Cons of Systemic LD
- Summation
Systemic Level Design
3What if Frank Lloyd Wright Built Doom Levels?
- Not a visual aesthetics or architecture talk.
- Not a level design chokepoint or flow talk.
Systemic Level Design
4What Todays Talk Is
- Related to LD content creation tasks and tools.
- Advocates gameplay implementation
- According to (systemic) global patterns
- Instead of (special case) localized patterns
Systemic Level Design
5Intro 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
Systemic Level Design
6Intro 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)
Systemic Level Design
7Deus Ex Goals
- Spy fiction
- Realistic environments
- Immersive environments
- Genre mix
- Player-driven experience
Systemic Level Design
8Deus Ex Where We Ended Up
- Conspiracy Theory
- Globe-hopping, Real World Locations
- Immersive Sim Shooter Hybrid
- Multiple Solutions to Problems
Systemic Level Design
9Deus Ex Systemic/Special Case Hybrid
- Multiple Solutions (Player Expression)
- Player-expression via game systems, emergence and
simulation (Systemic). - Player-expression via LD-driven puzzles and
situations (Special Case).
Systemic Level Design
10High Concept
- Level designers can establish gameplay
systemically or on a special case basis. - Systemic implementation enables
- More intentional, less scripted play
- Decreases the learning curve
- Makes bug fixing easier
Systemic Level Design
11Special 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.
Systemic Level Design
12Special Case Level Design
- All about the ideas of a given level designer
- What is consistent
- What is fun (and rewarding)
- Consistency is possible, but improbable
- Requires vigilant manual effort
- Single cardboard box in DX contained something
useful
Systemic Level Design
13Special Case Planning
- ExampleTeam discusses
- Fictional setting of a given level
- Look and feel
- Placement of units (monsters or characters),
weapons, tools or resources - Specific puzzles or scripted sequences
- Discussed, but implementation is not detailed
- Not practical
- Different designers, different styles/techniques
Systemic Level Design
14Special Case Tools Content Creation
- Properties and parameters for many game elements
reside on a per instance basis - Objects with tweaked parameters
- Unique moving geometry (movers)
- Special triggers
- All cobbled together by each LD individually
Systemic Level Design
15Special Case Tools Content Creation
- Examples
- Generic (highly configurable) triggers
- Moving geometry (generic movers)
- Different LDs create visually identical
crushing block puzzles that function
differently, with subtle variations. - Many editors have hybrid tools
- DX1 trip lasers had default properties, but could
be tweaked, causing problems.
Systemic Level Design
16Special Case Bug Fixing
- Testing finds problems and often each instance of
a gameplay element must be visited and
reconfigured manually - Each scripted scene
- All triggers controlling specific state changes
- All unique movers
- Et cetera
Systemic Level Design
17Special Case Bug Fixing
- ExamplePlaytest determines that crushing blast
doors add fun. - Because each door was set up manually, each door
must be visited individually - Takes time
- Likely to introduce bugs
Systemic Level Design
18Systemic 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.
Systemic Level Design
19Systemic Planning
- Team discusses
- Same stuff as in Special Case planning (fiction,
look and feel, game element placement, specific
sequences) - Rules governing behaviors of game elements
- Specific methods for implementing types of
situations (according to agreed upon patterns)
Systemic Level Design
20Systemic Planning
- ExampleTeam plans 3 door classes
- Light doors easily destroyed and do not inflict
damage - Medium doors only destroyed by explosives and
inflict light damage - Heavy doors cannot be destroyed and inflict heavy
damage
Systemic Level Design
21Systemic 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.
Systemic Level Design
22Systemic Tools Content Creation
- ExampleDoor behavior (3 classes) stored in
object property tree - Not entered for each of 500 doors by hand
- Information entered and managed centrally
- LDs select proper door and drop into place
- New door types are added when needed
- All doors inherit properties from archetypes
Systemic Level Design
23Systemic 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.
Systemic Level Design
24Systemic Bug fixing
- ExamplePlaytest complains that medium doors are
not always destroyed by grenades - Medium door strength is lowered globally
Systemic Level Design
25Systemic Advantages
- Consistency
- Emergent Gameplay
- Efficiency
Systemic Level Design
26Consistency Breakdown
- Consistency
- Plan Formulation
- Intuitive Behavior
- Learning Curve
- Emergent Gameplay
- Efficiency
Systemic Level Design
27Consistency 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.
Systemic Level Design
28Consistency Plan Formulation
- ExampleLDs set up blast doors w/ different
properties - 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.
Systemic Level Design
29Consistency Intuitive Behavior
- If game elements are implemented with systemic
consistency - The player is more likely to develop an intuitive
understanding of game elements. - Variations of game elements are likely to be
understood even if the player is encountering
them for the first time.
Systemic Level Design
30Consistency Intuitive Behavior
- Systemically implemented fire damage model
- If campfire burns player-character once, it is
likely to burn him twice. - 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
Systemic Level Design
31Consistency Learning Curve
- If the behaviors of game elements stay
consistent - Player spends less time learning the game
- Player spends more time playing the game
Systemic Level Design
32Emergent Gameplay
- Consistency
- Emergent Gameplay
- Special Case Per instance basis
- Systemic Class-to-class basis
- Efficiency
Systemic Level Design
33Emergence
- 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.
Systemic Level Design
34Emergence
- DX1 Monsters were more systemic than characters
- Monsters were dropped in place
- Characters properties were tweaked
- Urban context Run when shots fired
- Warzone context Crouch when shots fired
- DX1 Monsters provided more comprehensible, useful
emergence
Systemic Level Design
35Emergence Example 01
- Players discovered deeper layer of interaction
than we had planned - Locked Containers Opened w/ resources.
- MiB Unit Explodes upon death.
- Emergent Strategy Players used MiBs to open
locked containers. - Good surprise Oh, wow, of course.
- Bad surprise What the hell?!?
Systemic Level Design
36Emergence Example 02
- Transform Convert organic into mech.
- Command Bolt Steal enemy mech.
- Player can upgrade then steal enemy organic units.
Systemic Level Design
37Efficiency
- Consistency
- Emergent Gameplay
- Efficiency
Systemic Level Design
38Efficiency
- Systemic Level Design
- Plan-and-drop efficiency
- Global bug fixes
- Designers spend less time on tedious map-monkey
tasks and more on gameplay
Systemic Level Design
39Efficiency
- ExampleA 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.
Systemic Level Design
40Systemic Disadvantages
- Need for Shoehorning
- Introduction of Uncertainty
- Designer Perception
- Loss of power
- Consistency is boring
Systemic Level Design
41Shoehorning
- 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. - Sometimes needed to meet creative vision
- Sometimes needed for player expectation
Systemic Level Design
42Special 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
Systemic Level Design
43Ladies and GentlemenMiguel
- It met expectation and provided color
- It broke often and was lame
- Special case tools are powerful (maybe in a bad
way)
Systemic Level Design
44Systemic Arrow/Pyre Example
- Designer takes abstract idea and warps it to work
with some of the core game systems - Planting spots become pyres
- Seeds become water arrows
- Stealth is employed
- Core context/fiction is employed
Systemic Level Design
45Uncertainty
- 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.
Systemic Level Design
46Prox Mine Uncertainty
- Prox mines behaved according to globally
consistent rules about relationships between
classes - Player could attach/un-attach prox mines
- Prox mines were physical objects
- Player could collide w/ physical objects
- Player didnt detonate his own
- Player could climb walls w/ prox mines
Systemic Level Design
47Prox Mine Climbing
Systemic Level Design
48Special 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).
Systemic Level Design
49Systemic Prox Mine
- Prox Mine (red dot) is linked to object class
(hollow green dot). - Prox Mine has relationship w/ all game elements
(green dots).
Systemic Level Design
50Prox Mine Model Comparison
Systemic Level Design
51Designer Perception Loss of Power
- A foolish consistency is the hobgoblin of little
minds. - Ralph Waldo Emerson, Special Case Level
Designer (and Poet)
Systemic Level Design
52Designer Perception Loss of Power
- LD loses some specific narrative/flow control.
- LD gains
- Tools that can be combined and trusted.
- Power to contextualize the world.
- Power to empower the player.
Systemic Level Design
53Designer Perception Consistency Is Boring
- Consistency is contrary to nature, contrary to
life. - Aldous Huxley, Special Case Level Designer (and
Depressing SF Writer)
Systemic Level Design
54Designer 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.
Systemic Level Design
55Systemic Vs Special Case Player Perception
- Doug Church
- Playing the Game Designer versus Playing the Game
Systemic Level Design
56Playing the Designer
- Often much more frustrating
- Some arbitrary force is foiling the player
- Behaviors change, instance to instance
- Environment inconsistent or incomplete
- Plans often fail for inexplicable reasons
- Surprise What the hell???
Systemic Level Design
57Playing the Game
- Can be particularly satisfying
- Fewer logical breaks in consistency
- Environment feels rational
- Player feels free to experiment
- Player feels less manipulated
- Plans fail or succeed comprehensibly
- Surprise Oh, coolof course
- The system does not careit has no agenda.
Systemic Level Design
58Some Benefits of Special Case LD
- Variation
- Outside Scope of Core Mechanics
- Unique Moments
- Story Advancement
Systemic Level Design
59Systemic and Special Case Examples
- Heart of Darkness
- GTA3
- Platform Games
Systemic Level Design
60Heart of Darkness
- Great Game
- Amazing Art
- Short Play-time
- Simple Interface
- Fun
- Every scene totally special case
Systemic Level Design
61Heart of Darkness
- Constant variation
- Player constantly sees something new
- Any interaction is possible
Systemic Level Design
62Heart of Darkness
- Constant guesswork
- Sometimes up arrow means climb wall
- Sometimes up arrow means jump
- Very narrow range of emergent interaction
Systemic Level Design
63Heart of Darkness
- Fun is still possible
- Heart of Darkness has different (not inferior)
values
Systemic Level Design
64Grand Theft Auto 3
- Game of the Year
- Sandbox freedom through simulation
- Pedestrian Traffic
- Vehicle Physics
- Dynamic Missions
- Damage Model
- Goal Completion
Systemic Level Design
65Grand Theft Auto 3
- Mostly systemic
- Drive off roof
- Sometimes special case
- Play it our way
- Suffered when Systemic and Special Case contrasted
Systemic Level Design
66GTA3 Cartel Example
- Goal Completion Methodology
- Sniper Rifle Only
- Must Wait For 8-ball
- MISSION FAILED
- Contrasts w/ Goal Completion
Systemic Level Design
67Platform Games
- Games like Mario64, Sonic
- Made up almost entirely of systemic elements
- LDs create gameplay patterns by combining
elements
Systemic Level Design
68Summation High Concept
- Level designers can establish gameplay
systemically or on a special case basis. - Systemic implementation enables
- More intentional, less scripted play
- Decreases the learning curve
- Makes bug fixing easier
Systemic Level Design
69Summation 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.
Systemic Level Design
70Goodbye 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
Systemic Level Design
71Systemic Level DesignHarvey Smith
(witchboy_at_ionstorm.com)
Systemic Level Design