Summary of Designing Radically Non-Linear Single Player Levels
Summary of "Designing Radically Non-Linear Single Player Levels"
Speaker: Aubrey, a level designer with a decade of experience, currently running 12 East Games.
Storyline and Concept:
- The talk focuses on designing "radically non-linear levels," which are sandbox-style levels that encourage unpredictable player movement and exploration.
- These levels differ from conventional linear levels, which typically feature defined paths and walls. Instead, they start with open spaces where players can freely navigate.
Gameplay Highlights:
- Radically non-linear levels allow for various gameplay styles, emphasizing player agency and exploration.
- Examples of games that utilize this design include "Miss Pac-Man," "Doom 2016," and "Hitman."
- The design encourages dynamic gameplay systems that create tension and require strategic decision-making.
Key Techniques for Designing Radically Non-Linear Levels:
- Define Layout:
- Choose a strong layout to differentiate maps, avoiding random placements.
- Four suggested layouts:
- Symmetric: Offers a low tension center line with left/right choices.
- Concentric: Safer outer areas reward scouting before engaging in the center.
- Node: Interconnected clearings for high-tempo encounters.
- Field: Increasing risk areas that promote tactical choices.
- Unique Gameplay Elements:
- Focus on underutilized gameplay aspects to create unique experiences.
- Use hand-placed enemy spawn points controlled by systemic factors to enhance unpredictability.
- Address Common Issues:
- Avoid overly linear designs; if linearity is necessary, ensure good pacing.
- Ensure the map has structure to avoid repetitiveness.
- Make gameplay systems legible to players to enhance understanding of mechanics.
- Example of Implementation:
- In "Receiver," levels are designed from tiles that are randomly placed, allowing for multiple paths and strategic choices while maintaining a level of unpredictability.
Key Tips:
- Balance dynamic systems to keep gameplay engaging and reactive.
- Use procedural generation sparingly to enhance replayability without compromising design intent.
- Playtesting is crucial for refining levels and understanding player interactions.
Featured Sources:
- Aubrey (12 East Games)
- References to games like "Miss Pac-Man," "Doom 2016," "Hitman," "Brigadore," and "Receiver."
- Mention of Randy Smith's GDC talk on stealth gameplay.
Notable Quotes
— 00:35 — « A radically non-linear level is a sandbox level that is designed to encourage unpredictable player movement and exploration of the space. »
— 08:08 — « One of the things you notice about the games I've mentioned is that they emphasize gameplay over story. »
— 09:16 — « Isn't it just fun to scout around, come up with a plan and test it? »
— 15:19 — « The number one issue is that the map is too linear. »
— 17:41 — « It isn't that dramatic scenes or clear challenges can't happen, but they tend to result from the existing systems and so they're hard to predict. »
Category
Gaming