Genre-Specific Level Design Analysis.

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Presentation transcript:

Genre-Specific Level Design Analysis. UC Santa Cruz CMPS 171 – Game Design Studio II courses.soe.ucsc.edu/courses/cmps171/Winter13/01 ejw@cs.ucsc.edu 4 March 2013

Upcoming deadlines Friday. March 8 Friday, March 15 Team status reports Playtest plan due – see template on course website Friday, March 15 Sprint 3 ends 11 full days until the end of Sprint 3 Will have 3 day grace until deliverables, and Sprint 3 report, which are due Monday, March 18.

Team meetings Not meeting today: Militarium Biogenesis

Lab Cleanup Schedule This week: Lens Next week: Pixture Team duties: Vacuum floor once a week (get vacuum from facilities) Ensure overflowing trash cans are emptied to bin outside in 3rd floor courtyard (anytime during week) By 5pm Monday and 5pm Friday (unless things get out of control, then more often): Pick up food containers, bottles, etc. Pick up stray craft materials, pens, etc and return to drawers Clean off tables in conference rooms and big circular table Report any major soda/food spills to me, so we can call cleanup crews Put controllers/game boxes/etc. away (tidy up game area) Report any cleaning materials needed

End of quarter expectations There will be a final, end of the quarter presentation of your game Brief presentation 2-3 minutes, then a game demo Expect one of your artists to discuss art direction for 1-2 minutes Not yet scheduled, will be during finals week, evening hopefully At the end of the quarter Your game must be functional, and demonstratable Code developed by various people on your team must be integrated Ideal: your game should show one level that is as close to “final” as you can get Includes final art, final audio, final programming, etc.

Teams seeking artists for Spring Provide the following to Jude Pipes (judereg@ucsc.edu) Brief description of your game (URL of website, if ready) Kinds of art/skills you’re interested in How much time/week is required Meetings per week Contact information for Art Director/Coordinator

Genre-specific level design

Current State of Level Design Designers build levels from experience and intuition A craft tradition Level designers understand their craft, but have generally not written down their design principles or approach. The consequence: No formal understanding of level design Limited language for communication about level design No formal understanding of how level design creates gameplay Cause-effect relationships are not widely known Level from Sonic the Hedgehog

Current approach for teaching level design Focus on creating 3D first-person camera games FPS, action-adventure Shallow discussion of other genres Use of a specific level design tool (UnrealEd, Far Cry editor) Emphasis on one-size fits all approach to teaching level design High level issues or qualities Level narrative, use of puzzles (but not how to design a puzzle), pacing and flow, challenge, goal, rewards Some discussion of different coarse-grain level geometries Hub-and-spoke, linear, branch-and-join

Underlying assumption: principles are sufficient Game design is currently taught with an emphasis on teaching broad, universal principles Can see this in Rules of Play, Fundamentals of Game Design, Chris Crawford on Game Design Use principles as a lens for thinking about specific game design Useful Level design books have a similar assumption For level design, this approach breaks down. Game genres are just too different! Principles-based approach isn’t sufficiently detailed to provide useful guidance for level design.

Genre-Specific Level Design Compelling, detailed explanations of how to perform level design require analytical approaches tailored to specific game genres. Bungie, Microsoft Corp. Jason Lee, Wired Magazine

Three Examples of Genre-Specific Level Analysis 2D platform games 2D space shooters 3D first person shooters An examination of these three will show how each benefits from a genre-specific analytic approach

2D Platformers: Rhythm

2D Platformers Simple rules Complexity Key Games Run, jump Collect items Get to the goal Super Mario World, Nintendo Complexity Dexterity challenge Find secret areas Finish levels quickly Donkey Kong Country 2, Nintendo 2D platformers are a relatively simple genre in terms of mechanic, but with highly complex levels and gameplay. Key Games Super Mario World Donkey Kong Country 2 Sonic the Hedgehog Sonic the Hedgehog, Nintendo

Level Structure Rhythm Groups Cells Portals Short, non-overlapping sections of the level Encapsulate challenge Cells Linear sections of gameplay Contain rhythm groups Portals Connect cells Provide multiple paths through a level

Level Components Platforms Obstacles Collectible Items Triggers Player runs along them. Obstacles Cause damage to player. Collectible Items Provide reward to player. Triggers Cause change in level. Movement Aids Help player through the level. Super Mario World, Nintendo Sonic the Hedgehog 2, SEGA Yoshi’s Island DS, Nintendo New Super Mario Bros., Nintendo Yoshi’s Island DS, Nintendo

Rhythm Groups: Why Rhythm? Foundation of challenge in dexterity games Long sequences without pause Long and complex patterns Reduced time to complete a challenge This is a fairly simple rhythm group, where Yoshi must jump down and to the left to get the flower, run across the bottom to get the red coins, then work his way back up the spinning platforms to the top right. Super Mario World 2, Nintendo Source: Victor Nicollet, “Difficulty in Dexterity-Based Platform Games”, GameDev.net

Rhythm Groups Rhythm is that of player performing actions Identify challenging areas of a level Transitions are place where player can rest Two rhythm groups that split due to the jumping pattern for the player. Collectible item and obstacle placement changes how the player moves through the level. At first glance, these two rhythm groups should just be one. But the absence of coins on the third platform means the player doesn’t need to jump in the same pattern as previously. IF there is time here (need another 5 minutes to get through the rest), show the demo with pre-made rhythm groups and how cycling between configurations makes different levels. Randomly placed platforms do not have the same aesthetic appeal or challenge as these. Super Mario World, Nintendo

Cells and Portals Cells Portals Path within the game Made up of rhythm groups Portals Connect cells Player makes a choice Two cells here, the portals are pipe B at the top and pipe C at the bottom. The player can make a choice to take the riskier path and be rewarded. Super Mario World, Nintendo

Case Study Cells contain rhythm groups Portals connect cells Cells and portals let player choose the best path Four cells: green, accessible from off screen to the left. It’s required to end here because the path is over. Yellow is the upper path through the level. More risky (twisty thing, monkey waiting to get you in rg3) but greater reward. The player can choose (or be forced, if he doesn’t have enough speed) down to the blue path. The blue path is forced to end and enters the yellow path, but a red upper cell has opened up. In Sonic, upper paths frequently carry greater risk but higher reward. The player must choose the optimal path through the level according to his/her own goals for completing the level (fastest time, collecting the most coins).

2D Space Shooters (shmups): Safe and unsafe space Leading the player

Level design principles for Shmups Safe and unsafe spaces Via walls and the location/trajectory of enemies and bullets Create zones of (relative) safety and danger Leading the player Via the placement of enemies and rewards (powerups) Cause the player to move to specific places on screen Can lure the player into spaces that seem safe (but won’t be by the time they arrive)

Gradius III Leading: Player is attracted to powerup, wants to move there.

Gradius III Leading: Player has gone for powerup. Safe and unsafe: safe zone is contracting rapidly, and enemy trajectory will go through powerup

Gradius III Leading: Player narrowly avoids powerup trap, moves to engage line of enemies coming in from right. Safe and unsafe: escaping into bottom of screen safe zone

Gradius III Safe & unsafe: A line of bullets slices through area in front of powerup, in case player was tempted by a quick snatch. Fast incoming enemies keep player pinned down at bottom in narrow safe zone.

Gradius III Safe and unsafe: By clearing the line of enemies, the player buys a little time and safety.

Averaging Gradius Video 15 gameplay sessions Superimposed on one another, with common time base Each player has a different color View of level design as crafting a probability density function of player activity Credit: R. LeFeuvre http://thenewgamer.com/content/archives/averaging_gradius

First-Person Shooters: Composition of Level Design Patterns

Design Patterns Architecture, Urban Planning Software Engineering Alexander 1977 Software Engineering Gamma et al. 1995 Game Design Björk & Holopainen 2005

Level Design Patterns Recurring arrangements of elements Geometry NPCs Items Can be identified in many different games Similar effects on player behavior Changing design patterns can change gameplay Provide language for describing levels Halo 3 - Bungie

Patterns for Positional Advantage Patterns for Large-scale Combat Pattern Collection Patterns for Positional Advantage Sniper location, Gallery, Choke point Patterns for Large-scale Combat Arena, Stronghold Patterns for Alternate Gameplay Turret, Vehicle section Patterns for Alternate Routes Split level, Hidden area, Flanking route

Sniper Location : Halo 3

Sniper Location: Half-Life 2

Pattern Example – Sniper Location Description: A position that overlooks some other section of the level Affordances: Player v. Enemy Height Size Area overlooked Cover available Access Consequences: Enemy: Slow movement, use cover Player: Slow movement, use long range weapon