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Systemic Level Design

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What if Frank Lloyd Wright Built Doom Levels? ... Systemic Arrow/Pyre Example ... Planting spots become pyres. Seeds become water arrows. Stealth is employed ... – PowerPoint PPT presentation

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Title: Systemic Level Design


1
Systemic Level Design
  • Harvey Smith
  • witchboy_at_ionstorm.com

Systemic Level Design
2
Lecture Overview
  • Intro, Overview and High Concept
  • Special Case LD
  • Systemic LD
  • Pros of Systemic LD
  • Cons of Systemic LD
  • Summation

Systemic Level Design
3
What 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
4
What 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
5
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

Systemic Level Design
6
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)

Systemic Level Design
7
Deus Ex Goals
  • Spy fiction
  • Realistic environments
  • Immersive environments
  • Genre mix
  • Player-driven experience

Systemic Level Design
8
Deus Ex Where We Ended Up
  • Conspiracy Theory
  • Globe-hopping, Real World Locations
  • Immersive Sim Shooter Hybrid
  • Multiple Solutions to Problems

Systemic Level Design
9
Deus 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
10
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
11
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.

Systemic Level Design
12
Special 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
13
Special 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
14
Special 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
15
Special 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
16
Special 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
17
Special 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
18
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.

Systemic Level Design
19
Systemic 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
20
Systemic 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
21
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.

Systemic Level Design
22
Systemic 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
23
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.

Systemic Level Design
24
Systemic Bug fixing
  • ExamplePlaytest complains that medium doors are
    not always destroyed by grenades
  • Medium door strength is lowered globally

Systemic Level Design
25
Systemic Advantages
  • Consistency
  • Emergent Gameplay
  • Efficiency

Systemic Level Design
26
Consistency Breakdown
  • Consistency
  • Plan Formulation
  • Intuitive Behavior
  • Learning Curve
  • Emergent Gameplay
  • Efficiency

Systemic Level Design
27
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.

Systemic Level Design
28
Consistency 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
29
Consistency 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
30
Consistency 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
31
Consistency 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
32
Emergent Gameplay
  • Consistency
  • Emergent Gameplay
  • Special Case Per instance basis
  • Systemic Class-to-class basis
  • Efficiency

Systemic Level Design
33
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.

Systemic Level Design
34
Emergence
  • 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
35
Emergence 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
36
Emergence Example 02
  • Transform Convert organic into mech.
  • Command Bolt Steal enemy mech.
  • Player can upgrade then steal enemy organic units.

Systemic Level Design
37
Efficiency
  • Consistency
  • Emergent Gameplay
  • Efficiency

Systemic Level Design
38
Efficiency
  • 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
39
Efficiency
  • 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
40
Systemic Disadvantages
  • Need for Shoehorning
  • Introduction of Uncertainty
  • Designer Perception
  • Loss of power
  • Consistency is boring

Systemic Level Design
41
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.
  • Sometimes needed to meet creative vision
  • Sometimes needed for player expectation

Systemic Level Design
42
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

Systemic Level Design
43
Ladies 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
44
Systemic 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
45
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.

Systemic Level Design
46
Prox 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
47
Prox Mine Climbing
Systemic Level Design
48
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).

Systemic Level Design
49
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).

Systemic Level Design
50
Prox Mine Model Comparison
Systemic Level Design
51
Designer 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
52
Designer 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
53
Designer 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
54
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.

Systemic Level Design
55
Systemic Vs Special Case Player Perception
  • Doug Church
  • Playing the Game Designer versus Playing the Game

Systemic Level Design
56
Playing 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
57
Playing 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
58
Some Benefits of Special Case LD
  • Variation
  • Outside Scope of Core Mechanics
  • Unique Moments
  • Story Advancement

Systemic Level Design
59
Systemic and Special Case Examples
  • Heart of Darkness
  • GTA3
  • Platform Games

Systemic Level Design
60
Heart of Darkness
  • Great Game
  • Amazing Art
  • Short Play-time
  • Simple Interface
  • Fun
  • Every scene totally special case

Systemic Level Design
61
Heart of Darkness
  • Constant variation
  • Player constantly sees something new
  • Any interaction is possible

Systemic Level Design
62
Heart of Darkness
  • Constant guesswork
  • Sometimes up arrow means climb wall
  • Sometimes up arrow means jump
  • Very narrow range of emergent interaction

Systemic Level Design
63
Heart of Darkness
  • Fun is still possible
  • Heart of Darkness has different (not inferior)
    values

Systemic Level Design
64
Grand Theft Auto 3
  • Game of the Year
  • Sandbox freedom through simulation
  • Pedestrian Traffic
  • Vehicle Physics
  • Dynamic Missions
  • Damage Model
  • Goal Completion

Systemic Level Design
65
Grand 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
66
GTA3 Cartel Example
  • Goal Completion Methodology
  • Sniper Rifle Only
  • Must Wait For 8-ball
  • MISSION FAILED
  • Contrasts w/ Goal Completion

Systemic Level Design
67
Platform Games
  • Games like Mario64, Sonic
  • Made up almost entirely of systemic elements
  • LDs create gameplay patterns by combining
    elements

Systemic Level Design
68
Summation 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
69
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.

Systemic Level Design
70
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

Systemic Level Design
71
Systemic Level DesignHarvey Smith
(witchboy_at_ionstorm.com)
Systemic Level Design
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