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Navigation, Blocks & Emergence

Navigation, Blocks & Emergence: Basic Notions

Authors & contact: Eric Couzian & Cdric Barthez

Ubisoft France Level Design Training

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

1. What is Navigation in LD?

1. What is navigation in LD?


Navigation Navigation is the totality of the movements that the player must and/or can carry out to progress in the game. Synonyms in design: traffic, circulation. Linear / Non-linear A game is said to be linear when 99% of players make exactly the same movements, in the same order. The more this percentage decreases, the more non-linear or open the game is.

Note: Another form of linearity exists, which is not linked to topology: the linearity of actions that we will look at later on.

2. What are Micro and Macro Navigation?

2. What are Micro and Macro Navigation? Macro Navigation


LD macro 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/or Lead GD.

2. What are Micro and Macro Navigation? Macro Navigation: Details

2. What are Micro and Macro Navigation? Macro Navigation: Examples

World 1 in New Super Mario Bros

The planets in Metroid Prime 3

The map in Zelda Ocarina of Time

2. What are Micro and Macro Navigation? Micro Navigation


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 Topology Micro navigation

System of objectives

System of micro blocks

2. What are Micro and Macro Navigation? Micro Navigation

SSX: Track 1 Team Fortress 2: map Badlands

God of War: Pandora Map

3. Blocks and Micro Objectives

3. Blocks and Micro Objectives Definition


The navigation is created, in particular, thanks to a system of generic blocks and sub-objectives. Blocks and objectives are two interdependent notions. The quality of the blocks and proposed sub-objectives will largely determine the quality of the navigation, the quality of training, the natural comprehension of the objectives, the short- and mid-term source of motivation, the feeling of freedom and the eventual possible "game story" aspect of your game. If the Block system depends on the Macro Structure and, therefore, the Lead LD and/or Lead GD, its skilled implementation is up to the Level Designer.

3. Blocks and Micro Objectives Why blocks? (reminder)


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.
Objective Challenge

Reward

The gameplay loop

3. Blocks and Micro Objectives "Go over there!" Block


"I move to the indicated position."
C

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

GTA Ghost Recon 2 AW Crazy Taxi

3. Blocks and Micro Objectives Scripted Events Block


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

This is a passive and arbitrary block. The reward is often disappointing, because the player doesnt get the impression of having successfully completely an objective thanks to their own dexterity.

Call of Duty Red Steel

3. Blocks and Micro Objectives BloodLocking Block


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

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

God of War Devil May Cry Street of Rage

3. Blocks and Micro Objectives Key-Door Block


"Ive got to find the blue key to open the blue door."
B Key B

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.
Metal Gear Solid Red Steel Zelda (Boss Temple)

3. Blocks and Micro Objectives Capacity Block (ability)


"I need a new capacity that will, amongst other things, open up the passage."
B Capa B

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!
Zelda Metroid Mario & Luigi RPG

3. Blocks and Micro Objectives Harvesting Blocking


"I search for X elements through the entire level to open a passage."
B B B B B B A B

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.)

World of Warcraft Red Steel 2

3. Blocks and Micro Objectives Territorial Domination Block


"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 territories NPCs (more NPCs on your team, new competencies, )
Command & Conquer Crackdown GTA San Andreas Age of Conan Z

Territory D Territory C Territory B Territory A

3. Blocks and Micro Objectives Rules for a good block


The element to be unblocked is known to the player. The manner in which it needs to be unblocked is obvious (need one key or more of a capacity, need to solve an enigma, ) The object needed in order to unblock something must not be found before the player is aware of the block. (ex: finding a key before seeing a closed door)

3. Blocks and Micro Objectives Exercise: Imagine what these games could become with the following blocking systems.

System of territorial domination

System of capacity blocking

3. Blocks and Micro Objectives


One possible solution:

RE4: System of territorial domination 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).

3. Blocks and Micro Objectives


One possible solution:

COD4: System of capacity blocking 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 obtains capacities enabling him to access all the combat zones (bazooka to get rid of the tank barricades, boat to cross a river, etc.)

4. Objective Structure

4. Objective Structure Linear Objectives


"I advance to the indicated position."
C

This is the most basic objective used in many games.

4. Objective Structure Objectives with a revisit


"I advance to the indicated position."
D

A and C

4. Objective Structure Parallel Objectives


"I have the choice of the order of resolution of objectives B and C."
D

Often used in an open levels structure. Adds to the sensation of openness and freedom.
C

5. Broad Map Structure

5. LD Broad Structures
The broad families presented here assemble structures that can be found in games, in macro or micro levels. Here, theyre shown disconnected from all systems of blocks and objectives. In and of themselves, they, therefore, dont represent macro navigation.

Exercise: find the broad families of LD structure.

5. LD Broad Structures The Exploratory Structure


This structure favors exploration. The game offers a vast playing field in which the player can move at will.

S
Start

E
Exit

World of Warcraft Crackdown Burnout Paradise Zelda NES Far Cry 2 Hitman (micro)

5. LD Broad Structures The Narrative Structure


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
E S

Farcry GTA Ghost Recon AW Splinter Cell PT

5. LD Broad Structures The Action Structure


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.

Zelda Metroid God of War

5. LD Broad Structures The Hub Structure


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.
E

Mario 64, Galaxy Metroid Prime 3 Jak & Daxter Ratchet & Clank

5. LD Broad Structures The Linear Structure


The simplest structure, it allows for outrageous scriptwriting, and a fastpaced game rhythm.

Call of Duty 4 Half-Life 1 & 2 Gears of War Prince of Persia Sands Of Time

5. LD Broad Structures Exercise: Associate the LD structures with these games on the macro and micro level.
Structures: Exploratory Narrative Action Hub Multiple endings Linear Games: Metroid Prime 3 RE4 Tomb Raider GTA4 Call of Duty 4 Far Cry Ghost Recon 2 Warcraft 3

5. LD Broad Structures
Answers:

Macro: Hub Micro: Action

Macro: Action Micro: Action

Macro: Linear Micro: Action

Macro: Narrative Micro: Exploratory

Macro: Linear Micro: Linear

Macro: Linear Micro: Narrative

Macro: Linear Micro: Narrative

Macro: Linear Micro: Exploratory

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.
"Moveable LD furniture"

Zone 1

Zone 2

Zone 3

5. LD Broad Structures
One possible answer:

Door switch Window

Locked Door

6. Flow in Micro Navigation: Good Practice

6. Navigation Flow A Question of Challenge


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 navigation must ,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 of LD construction in the case of FPS (low level of challenge based on navigation).

6. Navigation Flow Example 1: Turns make you dizzy!


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

No Monaco Double-Bends in FPS!

No double 90 turns either!

6. Navigation Flow Example 1: Turns make you dizzy!


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.

Not good!

Good!

6. Navigation Flow Example 2: Is my T-shirt sticking out?


If the navigation sizes are too small, the player could catch the walls and other scenery elements.

Careful of the chairs in the way!

6. Navigation Flow Example 2: Is my T-shirt sticking out?


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.

Not good!

Good!

6. Navigation Flow Example 3: The grandfather bug


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.

Assassins Creed: dont include water if the hero cant swim. Black: no 50 cm barrier if the player cant jump.

6. Navigation Flow Example 3: The grandfather bug


The classic cases: The hero knows how to jump, but cant get up the small 40 cm wall. => Define clear sizes to avoid making the player want 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 or make them non-collidable. An invisible collision side keeps you from jumping onto a platform 2 meters below. => Replace the platform with a deep and mortal crack and/or add a guardrail which justifies the invisible collision.

6. Navigation Flow Example 4: The neglected gameplay axis


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. He knows 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

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.

6. Navigation Flow Example 4: The neglected gameplay axis


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.

In God of War, the gameplay axis is controlled by the camera.

6. Navigation Flow Video Examples


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

Were done Thank you for your attention

A little reading

Game Level Design


Ed Byrne Delmar Thomson Learning

Game Design
Andrew Rollings, Ernest Adams New Riders Publishing

Rules of Play
Katie Salen, Eric Zimmerman Mit Press

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