2.16.2009

Basics of effective FPS encounter design (via F.E.A.R. and F.E.A.R. 2)

I recently finished playing through the single-player campaign of Monolith's F.E.A.R. 2, a military first-person shooter with supernatural elements. In my mind, the design differences between the original game and its sequel highlight a few essential elements of good encounter design in a first-person shooter. These elements all support one primary tenet:

Give the player (and AI) options

The core experience of a good FPS such as F.E.A.R. is the dynamic conflict between the player and seemingly-intelligent, active enemies. This means that both parties need meaningful combat verbs to exploit-- expressive movement, a wide variety of attack types-- as well as spaces which encourage and highlight the use of these verbs.

The worst place to roll out these combat mechanics is in an empty hallway-- no cover, no lateral movement potential, no interesting geometry for the AIs to interact with, no strategy, no surprise. Conversely, the best space is arena-like and varied, with an emphasis on flanking opportunities. The closer any given encounter space drifts towards the hallway model, the less interesting the gameplay there is going to be.

The primary elements of a good FPS encounter space are these:

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2.08.2009

GDC Guide 09


GDC shouldn't need much of an introduction: it's thousands of game developers from all around the world gathering in San Francisco to talk shop and gain contacts. It's catching up with friends you often haven't seen in a year; it's good vibes about creativity, passion, and the future of games.

For the last couple years I've put together a GDC guide for the design-minded and art-interested. 2009 is below; I've left off keynotes, tutorials and award ceremonies in favor of Wed-Fri sessions, but suffice it to say that the Game Design Workshop and Game Developer's Choice Awards are worth attending. Also be sure to spend as much time as you can in the Independent Games Festival pavilion! Play them all!

Helping Your Players Feel Smart: Puzzles as User InterfaceRandy Smith
TBDGame Design/
60-minute Lecture
Overview: This presentation examines the predictable series of steps players take when approaching a puzzle or challenge and describes a set of principles adapted from user-centered design that can be employed to keep players on the path to discovering the solution for themselves. Examples are drawn from the presenter’s experience on the THIEF series and DARK MESSIAH OF MIGHT AND MAGIC and from Valve’s Portal.

It goes without saying that Randy Smith is a smart dude with valuable experience in this area. A chance to glean the knowledge should not be passed up!

The Iterative Level Design Process of Bioware's MASS EFFECT 2Corey Andruko
Dusty Everman
TBDProduction/
60-minute Lecture
Overview: This session examines the BioWare Mass Effect team’s new level-creation process, which is focused on maximizing iteration for quality while minimizing rework and cost. It shares some of the lessons learned from creating Mass Effect and evaluates how well this new process is working based on current experiences.

Iteration in level design is beyond essential. In the current age of high-fidelity visuals, agility can be hard to maintain. Always interesting to see how other studios tackle common problems.

Beyond Balancing: Using Five Elements of Failure Design to Enhance Player ExperiencesJesper Juul
TBDGame Design/
20-minute Lecture
Overview: This 20-minute lecture presents a toolbox for improving the design of failure in video games. Based on research on player reactions and attitudes towards failure across different audiences, the lecture identifies Five Elements of Failure Design for better failure design in single player games.

As someone who's following up that game that had Vita Chambers in it, this issue is well within relevancy for me. It's an interesting problem, and one that can easily be over- or undersolved.

Master Metrics: The Science Behind the Art of Game DesignE. Daniel Arey
Chris Swain
TBDGame Design/
60-minute Lecture
Overview: Seven cutting-edge metrics-based game design techniques have been gathered from some of the leading game designers in the world via personal interviews. All are presented visually and in a hands-on style. Each is intended to be practical for working game designers who seek to make better play experiences.

While designer instincts are important, cold, hard numbers cannot be denied. Gathering hard metrics along with soft playtest interview feedback is essential. Input on best practices in gathering and utilizing this data is always valuable.

Valve's Approach to Playtesting: the Application of EmpiricismMike Ambinder
TBDGame Design/
60-minute Lecture
Overview: This talk will focus on how Valve is broadening its playtest program to apply methodologies from behavioral research which should serve to both increase the stock of useful information and to decrease the collection of biased observations.

And speaking of which, you couldn't ask for better than insight from Valve, the masters of data-based design.

Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond? Jonathan Morin
TBDGame Design/
60-minute Lecture
Overview: While designers often want to support player’s expression, it rarely materializes in the end. This lecture describes how this particular problem was approached on FAR CRY 2. It explores its level design structure at every level and concludes with examples on how it could be applied to other projects.

Open-world level design is an interesting topic to me, mostly because I haven't really done any of it. A breakdown of how Far Cry 2's playable spaces were conceived and constructed is sure to be illuminating.

Lighting with PurposeJay Riddle
Paul Ayliffe
TBDVisual Arts/
60-minute Lecture
Overview: This session offers attendees a guide to better understanding both the aesthetics of lighting and its practical application in game development. By sharing recent examples, the speakers will demystify the process and bring insight to the how and why of its use. Don't just throw lights in your worlds willy-nilly. Light with purpose!

I view lighting as just as much of a design element as an art element. My hope is that this session will present concepts like direction and readability to lighting artists-- and some pointers along these lines that could be applicable to designers as well.

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