Linear
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Open World
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Creating the vision
(+) Generally
a simpler planning process for the end-to-end experience that can be
storyboarded, planned, communicated and pitched to executives and team before
production begins. Achieving team buy-in and agreement on what you are going
to make can make the production process a lot smoother.
(-)
While it makes the production process smoother, it can certainly be more
monotonous and devoid of creative decisions later on.
|
Creating the vision
(-) A
lot harder to communicate non-linear structures since it is more about
putting simple rules into place that when put altogether create unpredictable
experiences depending on how the player is interacting with them. It takes a lot more time to prototype and
to achieve buy-in for the game vision. The pressure from the team and execs
to prove the fun increases exponentially the longer this process takes.
(+)
Once the core game systems and architecture are in place, often production
experiences a hyper rapid improvement on the quality of the fun factor due to
the ability to adapt and iterate.
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Core gameplay and validation
(+) Easier to provide a high quality and
consistent delivery of story, action and pacing.
(-)
Control can be a disadvantage as it is a lot harder to create and contain a
player in a scripted environment without breaking the suspension of
disbelief. Scripting can become
overly complicated very quickly, leading to odd cases that you hadn’t
considered (the more you try to control the player, the more events are
likely to break).
(+) Testing
gameplay is more complete as it’s more about the minute-to-minute
play-through and functionality. The ability to focus on one path makes it
easier to validate the fun factor and design goals from beginning to end.
(-) As
the amount of gameplay hours offered increases, so does the amount of time
for it to be validated.
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Core gameplay and validation
(-) Harder
to write and create a cohesive narrative experience when player choice has a
huge impact on the order of the content they receive. Often auxiliary systems
need to be designed and put in place to achieve the desired behavior. Good
pacing can be achieved, but with the additional challenge of player data
collection and creating global managers.
(+) Generally
more interesting to make from a system design perspective as the game
features have more depth and breadth in the game mechanics and their interactions.
Fun problems to solve and challenges to overcome.
(-) Open world games often
provide so much gameplay that it becomes impractical or impossible to test
every minute of the experience.
(+)
Since systems are designed more as rules to be interacted with, there is less
minute-to-minute gameplay to validate, but instead simple global test cases
that validate functionality and spot breakages.
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Production
(-) While
planning offers a certain level of production security, when things aren’t
working or are not fun, often the underlying systems and code are too rigid
to change. Effectively painting the designer into a corner and making
iterating costly or impractical.
(+) Features
and levels can be created with minimal dependencies that can be added or subtracted.
If an idea or feature doesn’t work, it can be cut or replaced without
compromising the project or deadlines. It also has a production advantage of
being able to scale the team up/down with cheaper less experienced labor as
needed to work on modules in parallel or even outsourced to another studio.
(-) While
it’s easier to outsource larger sections of the game, this also requires more
management overhead for external communications, maintaining quality and
integration of the work.
|
Production
(+)
Good systems and architected dependencies can make the data management for
tuning and balancing the rules of the game world easier allowing improved
iteration time and ultimately a more polished experience with a smaller
design team. An additional benefit is the flexibility to change as the design
requirements and scope evolve over the course of development.
(+)/(-) The quality of the core game requires key
highly experienced and technical leadership in order to make sure the systems
are properly architected. Often if a key vision keeper or talent leaves in
the middle of the project it can have a massive impact on the production time
and vision.
(-) Often
impossible using traditional content production methods to create enough
unique content that matches the amount gameplay hours that can be expected.
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Player experience
(+) When
a goal is provided it’s easier for the player to understand and strive for it.
Getting lost or falling off course is a lot harder due to the lack of
options. In addition, minimalistic UI and game feedback lead to a more
immersive and less gamey experience.
(-) Linear
experience often can alienate players that enjoy exploration and discovery.
(-) Lack
of choice and decisions made by the player can feel artificial and contrived
as they are forced down a path that they personally wouldn’t take.
(+) Less
filler content required allows the development team to focus on more unique
memorable moments where the player experiences significantly less repetitive gameplay.
(-) Difficult
to maintain an immersive experience as the player probes the boundaries of
the space, the façade is easily revealed as a movie set.
(+)/(-) Linear
games do not offer significant opportunity for replay-ability. Once a player has completed the story, the
motivation to return to the game is lost entirely.
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Player experience
(+)/(-) The abundance of side content that can be
interacted with can distract a player from the core story experience. This
distraction may be welcomed by the player, but may also have the side effect
of making them lose their way if not properly managed.
(+) An open world offers a massive playground to
explore, giving the player control and ownership over their experiences and
solutions to challenges.
(+) Players have more decision making moments that
not only define their character, but also impact the living world around
them.
(-) Unfortunately
most open world games have levels that are inherently hard to navigate due to
highly reused art and content, requiring the use of abundant UI and gamey
navigational aids.
(+) Because the rules of the world are not rigid,
players often discover and enjoy unintended, emerging gameplay that were not
intentionally designed.
(+)
Players can enjoy new adventures and their own unique stories within the same
game, even after completing the story.
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Showing posts with label open world. Show all posts
Showing posts with label open world. Show all posts
Tuesday, December 3, 2013
Linear vs. Open World
Containing Players in an Open World Game
The real interesting solutions to these problems lie within
the specific contexts of the game, the behavior change you are looking for in
the player, and their emotional response.
Here are some high-level methods with context-based examples for
encouraging players to stay within a certain area of an open-world game:
Audio-visual feedback
cues – Reinforce desired behaviors through music, sounds, loss of
visibility due to environmental changes, directional arrows, etc.
EXAMPLE: In a zombie game during a
day/night cycle, the simple use of light and dark can be used to effectively
control player movement within a larger area. Additional cues can be utilized
to invoke feelings of fear or horror by introducing sound cues outside of the
light zones to indicate impending danger resulting in death.
Progression /
difficulty – Creating a core progression system where a player cannot
physically handle the difficulty beyond a certain point to encourage the player
to stay in a zone until they progress
EXAMPLE: A level-based shooter
where experience is earned and used to obtain progressively better equipment in
order to overcome the challenges preventing the player from leaving the space.
Limitation in resources
– A game system or temporary mechanic that physically limits the player’s
range (eg. endurance, oxygen, fuel, ammo, etc.)
EXAMPLE: An exotic gameplay
scenario that requires a player to hold their breath in a smoke-filled
environment, physically limiting the range they can travel. Combined with the right set of audio-visual
feedback cues can effectively create a sense of anxiety and stress. As a designer, you would obviously want to
keep this tactic in limited durations so as not to cause player fatigue.
Breadcrumbs and
carrots – Feedback cues that steer the player to the desired destination
area
EXAMPLE: In a car combat game, a
player may need to kill an objective in a certain area. Players enjoy intense and compelling combat
when they are inside the zone, and experience lulls when they deviate outside
of it. Whenever the player leaves the area, new combat targets (ie. carrots)
are spawned traveling towards the core objective to lead the player back into
the action.
Anchoring / tethering
– A specific location that missions/objectives require you to visit to
either progress or get rewards that help you progress
EXAMPLE: Imagine a game where the
player takes the role of a cop and is assigned to a specific HQ where he
receives all of his dispatches and gear required to venture in the area. Whenever it is time for the player to move
on, he gets transferred to a new department or HQ. This context makes sense, feels logical and
maintains a suspension of disbelief for this kind of tethering model.
Attachment /
investment – The player is given or earns a location that he can invest in.
This doesn’t have to be stationary; it could be mobile if the context fits.
EXAMPLE: Imagine a game where the
player can choose to build and upgrade a fort or lair with gameplay benefits as
well as personalized cosmetic features that can be used for bragging
rights. This is a slight deviation from
the anchoring/tethering mechanic where the player is forging an attachment to
the anchor via the investment of time, emotionally through personal expression,
or to use it as an edge in gameplay. A mobile example could be investing in a
large ship that travels from island to island.
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