Lesson 18,19 - Circulation, Linearit¿ª et ouverture

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    Ubisoft France Level Design Training

    Navigation, Blocks & Emergence:

    Basic Notions

    Authors & contact:

    Eric Couzian & Cdric Barthez

    Navigation, Blocks & Emergence

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    Plan

    1. What is Navigation in LD?

    2. What are Micro and Macro Navigation?

    3. Blocks and Micro Objectives

    4. Objective Structure

    5. Broad Level Structures

    6. Flow in Micro Navigation: Good Practice

    7. Notions of Emergence

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    2. What are Micro and Macro Navigation?

    LDmacro navigation defines the players navigation between game

    situations. Micro navigation relates to the movement within a situation.

    Macro navigation defines the structure of the game levels, as well as the

    system of objectives and blocks, which will define the way the player

    moves in the game.

    LD Macro

    Structure

    Objective and Block

    System

    Macro

    Navigation+

    The main author of macro navigation: Lead LD and/orLead GD.

    Macro Navigation

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    2. What are Micro and Macro Navigation?

    Macro Navigation: Details

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    World 1 in NewSuper

    Mario Bros

    The planets in

    Metroid Prime 3

    The map in Zelda Ocarina of Time

    2. What are Micro and Macro Navigation?

    Macro Navigation: Examples

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    Topology

    Micro navigation comes under the domain of the map. It defines the

    different paths that the player will be able to take to carry out the mission;

    finish the map.

    The main author of micro navigation: the Level Designer.

    Micro

    structure LD

    System of

    micro blocks

    Micro

    navigation

    2. What are Micro and Macro Navigation?

    Micro Navigation

    System of objectives

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    Team Fortress 2: map Badlands

    God ofWar: Pandora Map

    SSX: Track 1

    2. What are Micro and Macro Navigation?

    Micro Navigation

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    3. Blocks and Micro Objectives

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    3. Blocks and Micro Objectives

    To make a level interesting, the player

    needs to be given objectives.

    A block is made up of:an objective,

    a challenge,

    a reward.

    None of these three elements must be

    underestimated in creating a good

    block.

    Why blocks? (reminder)

    Objective Reward

    Challenge

    The gameplay loop

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    "I move to the indicated position."

    This is the most basic of blocks and the least exciting.The challenge rests in the players route.

    3. Blocks and Micro Objectives

    "Go over there!" Block

    GTA

    Ghost Recon 2 AW

    Crazy Taxi

    A

    B

    C

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    "I move to NPCs who then open up the way for me."

    This is a passive and arbitrary block. The reward is oftendisappointing, because the player doesnt get the

    impression of having successfully completely an

    objective thanks to their own dexterity.

    3. Blocks and Micro Objectives

    Scripted Events Block

    Call of Duty

    Red Steel

    A

    B

    C

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    "I must get rid of all the enemies to open up my path."

    This is a typical block in the beat-em-all games, but is,unfortunately, often way too out there.

    3. Blocks and Micro Objectives

    BloodLocking Block

    God of War

    Devil May Cry

    Street of Rage

    A

    B

    C This is a typical block in the beat-em-all games, butis, unfortunately, often way too out there.

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    "Ive got to find the blue key to open the blue

    door."

    Another typical block. Interesting if they seem

    logical in the game setting.

    This block can also be used with several keys to

    open a door. In this case, the keys are often only

    used once.

    3. Blocks and Micro Objectives

    Key-Door Block

    Metal Gear Solid

    Red Steel

    Zelda (Boss Temple)

    A

    Key B

    B

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    "I need a new capacity that will, amongst other

    things, open up the passage."

    This is a more interesting form of Key-door

    blocking, because the capacity in question is more

    than a simple key. It can also help the player

    during combat, can combine with other capacities,

    may be used in puzzles, etc

    The reward stands alone!

    3. Blocks and Micro Objectives

    Capacity Block (ability)

    Zelda

    Metroid

    Mario & Luigi RPG

    A

    Capa B

    B

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    "I search for X elements through the entire level to

    open a passage."

    In this type of block, the objective necessitates X

    elements and the zone contains X+n. This

    enables us not to have to make the player carry

    out excessive exploration.

    The player who visits is rewarded thanks to the

    surplus elements that he can spend in order to

    facilitate the game. (Weapons, capacity, etc.)

    3. Blocks and Micro Objectives

    Harvesting Blocking

    World ofWarcraft

    Red Steel 2

    A

    B

    B

    BB

    BB

    B

    B

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    "I must conquer the entire territory so that it

    belongs to me."

    In this type of block, the reward is strong, because

    obtaining a territory often enables the player to

    choose his next target from the adjacent territories

    and often brings the help of the acquired

    territoriesNPCs (more NPCs on your team, new

    competencies, )

    3. Blocks and Micro Objectives

    Territorial Domination Block

    Command & Conquer

    Crackdown

    GTA San Andreas

    Age of Conan

    Z

    Territory

    A

    Territory

    B

    Territory

    C

    Territory

    D

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    System of territorial domination

    3. Blocks and Micro Objectives

    Exercise:

    Imagine what these games could become with the following

    blocking systems.

    System of capacity blocking

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    RE4: System of territorial domination

    3. Blocks and Micro Objectives

    One possible solution:

    We keep 3rd person view Several territories

    Each territory is populated with Zombies and a Boss

    whom they obey.

    For each defeated Boss, the player obtains the

    territory and the zombies that populate it. The player

    may then form a team and set up attack strategies. For each acquired territory, the player gets new

    capacities, weapons and types of zombies (the

    kamikaze zombie, the chainsaw zombie, etc).

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    COD4: System of capacity blocking

    3. Blocks and Micro Objectives

    One possible solution:

    We keep the FPS view. The playing field is an open battle field broken up into

    zones which are unattainable at the start of the

    game.

    The player must progress toward a final objective

    located opposite the starting point.

    Little by little throughout the game, the player obtainscapacities enabling him to access all the combat

    zones (bazooka to get rid of the tank barricades, boat

    to cross a river, etc.)

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    4. Objective Structure

    Linear Objectives

    "I advance to the indicated position."

    This is the most basic objective used in many games.

    A

    B

    C

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    4. Objective Structure

    Objectives with a revisit

    "I advance to the indicated position."

    A and

    C

    B

    D

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    4. Objective Structure

    Parallel Objectives

    "I have the choice of the order of resolution of

    objectives B and C."

    Often used in an open levels structure. Adds to the

    sensation of openness and freedom.

    B

    D

    A

    C

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    5. Broad Map Structure

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    5. LD Broad Structures

    This structure favors exploration. The game offers a vast playing field in

    which the player can move at will.

    The Exploratory Structure

    World ofWarcraft Crackdown

    Burnout Paradise

    Zelda NES

    Far Cry 2

    Hitman (micro)

    S E

    Start Exit

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    5. LD Broad Structures

    This structure creates bottlenecks, needed for the storys narrative

    progression. It in no way prevents the possibility of offering a minimal

    amount of exploration (multipath).

    This is the famous Rubber Band theory copyrighted by David Cage

    The Narrative Structure

    Farcry

    GTA

    Ghost Recon AW

    Splinter Cell PT

    S

    E

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    5. LD Broad Structures

    Less exploration, more linear. This structure is more action-oriented,

    because it offers fewer choices to the player, who thus concentrates more

    on the actions to be carried out.

    The Action Structure

    Zelda

    Metroid

    God ofWar

    S E

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    5. LD Broad Structures

    This structure often represents the objectives selection menu in the form of

    a level that the player travels through. It often offers the choice between

    several missions at the same time.

    The Hub Structure

    Mario 64, Galaxy

    Metroid Prime 3

    Jak & Daxter

    Ratchet & ClankS

    E

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    5. LD Broad Structures

    The simplest structure, it allows for outrageous scriptwriting, and a fast-

    paced game rhythm.

    The Linear Structure

    Call ofDuty 4

    Half-Life 1 & 2

    Gears ofWar

    Prince of Persia Sands Of Time

    S E

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    5. LD Broad Structures

    Exercise:Associate the LD structures with these games on the macro and

    micro level.

    Structures:

    Exploratory

    Narrative

    ActionHub

    Multiple endings

    Linear

    Games:

    Metroid Prime 3

    RE4

    Tomb Raider

    GTA4

    Call ofDuty 4

    Far Cry

    Ghost Recon 2

    Warcraft 3

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    "Moveable LD furniture"

    5. LD Broad Structures

    Delinearization Exercise:

    The game has turned out to be too linear. Change the map below in

    order to offer a level containing more exploration.

    S E

    Zone 2Zone 1 Zone 3

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    5. LD Broad Structures

    S E

    One possible answer:

    Door switch

    Locked Door

    Window

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    6. Flow in Micro Navigation: Good Practice

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    6. Navigation Flow

    The micro construction of the levels is designed based on the importance

    of the challenge linked to the players movements. (Note: It also depends

    on the controls defined by Game Design.)

    A racing game is almost entirely based on this challenge, the navigationmust ,therefore, propose a difficult and varied challenge.

    In the FPS, the challenge is mainly based on the shots, not on the

    movements. They must, therefore, be accessible and offer the fewest

    challenges possible.

    Here, we will look at the rules ofLD construction in the case of FPS (low

    level of challenge based on navigation).

    A Question of Challenge

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    6. Navigation Flow

    Avoid successive turns and U-turns. Soften the bends, for example, by

    opening up the radius.

    Example 1: Turns make you dizzy!

    No Monaco Double-Bends in FPS! No double 90 turns either!

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    Not good! Good!

    The player must be able to move easily from the first minutes of the game.

    The training period on the controls must be as short as possible.

    6. Navigation Flow

    Example 1: Turns make you dizzy!

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    If the navigation sizes are too small, the player could catch the walls and

    other scenery elements.

    6. Navigation Flow

    Example 2: Is my T-shirt sticking out?

    Careful of the chairs in the way!

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    Not good! Good!

    For the sake of optimization, the set elements or collision meshes are often

    square. In certain cases, its important to correct them in order to improve

    the navigation.

    6. Navigation Flow

    Example 2: Is my T-shirt sticking out?

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    This is when the player cant carry out an action that the character would

    be able to do. The consequences are important, since the immersion is

    broken and the player is frustrated.

    6. Navigation Flow

    Example 3: The grandfather bug

    Assassins Creed: dont include water if the

    hero cant swim.

    Black: no 50 cm barrier if the player cant

    jump.

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    The classic cases:

    The hero knows how tojump, but cant get up the small 40 cm wall.

    => Define clearsizes to avoidmakingthe playerwant to jump what hes

    unable to jump.

    Objects on the ground can be bumped into and force the player to go

    around them or jump over them.

    => Delete them ormake them non-collidable.

    An invisible collision side keeps you from jumping onto a platform 2meters below.

    => Replace the platform with adeep andmortal crackand/oradda

    guardrailwhich justifies theinvisible collision.

    6. Navigation Flow

    Example 3: The grandfather bug

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    The gameplay axis is the natural axis of a situation resulting from:

    The position of the entrance and the objective of the situation

    The topology

    The LD must know the gameplay axis in a situation before setting it up. Heknows what the player will see and the information that the player will get

    (arrival of enemies, ingame cinematic, )

    6. Navigation Flow

    Example 4: The neglected gameplay axis

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    6. Navigation Flow

    Example 4: The neglected gameplay axis

    If the LD had done his job correctly, the player would have seen this

    ladder. Instead, he walked around for hours looking for the level exit.

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    The notion of the Gameplay axis is not only linked to the idea of navigation

    flow, but also to the reading of the objective and the information needed to

    understand the staging.

    To keep things simple, its recommended to only have one gameplay axis.

    6. Navigation Flow

    In God ofWar, the gameplay axis is

    controlled by the camera.

    Example 4: The neglected gameplay axis

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    Half-Life 2 walkthrough

    Video Part 1

    Video Part 2

    Video Part 3

    Half-Life 2 Ep 2 walkthrough

    Freeman Pontifex 1/4

    Freeman Pontifex 2/4

    Freeman Pontifex 3/4

    Freeman Pontifex 4/4

    6. Navigation Flow

    Video Examples

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    Game Level DesignEd Byrne

    Delmar Thomson Learning

    Were done

    Game DesignAndrew Rollings, Ernest Adams

    New Riders Publishing

    Rules of PlayKatie Salen, Eric Zimmerman

    Mit Press

    A little reading

    Thank you for your attention