Lesson 18,19 - Circulation, Linearit¿ª et ouverture
-
Upload
dragomirescu-dragos -
Category
Documents
-
view
219 -
download
0
Transcript of Lesson 18,19 - Circulation, Linearit¿ª et ouverture
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
1/52
Ubisoft France Level Design Training
Navigation, Blocks & Emergence:
Basic Notions
Authors & contact:
Eric Couzian & Cdric Barthez
Navigation, Blocks & Emergence
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
2/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
3/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
4/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
5/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
6/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
7/52
2. What are Micro and Macro Navigation?
Macro Navigation: Details
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
8/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
9/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
10/52
Team Fortress 2: map Badlands
God ofWar: Pandora Map
SSX: Track 1
2. What are Micro and Macro Navigation?
Micro Navigation
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
11/52
3. Blocks and Micro Objectives
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
12/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
13/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
14/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
15/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
16/52
"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.
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
17/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
18/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
19/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
20/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
21/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
22/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
23/52
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).
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
24/52
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.)
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
25/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
26/52
4. Objective Structure
Linear Objectives
"I advance to the indicated position."
This is the most basic objective used in many games.
A
B
C
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
27/52
4. Objective Structure
Objectives with a revisit
"I advance to the indicated position."
A and
C
B
D
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
28/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
29/52
5. Broad Map Structure
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
30/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
31/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
32/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
33/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
34/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
35/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
36/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
37/52
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
38/52
"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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
39/52
5. LD Broad Structures
S E
One possible answer:
Door switch
Locked Door
Window
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
40/52
6. Flow in Micro Navigation: Good Practice
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
41/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
42/52
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!
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
43/52
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!
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
44/52
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!
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
45/52
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?
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
46/52
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.
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
47/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
48/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
49/52
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.
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
50/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
51/52
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
-
8/6/2019 Lesson 18,19 - Circulation, Linearit et ouverture
52/52
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