Jimmy Chattin - I make better games.

Friday, April 5, 2013

GDC-2.0-AAA Level Design in a Day (1/2)


Level Design is applied Game Design.

Once upon a Time: Giving Players the Freedom to Create Their Own Story
by Jim Brown ( Lead Level Designer - Epic Games )


Save the Cat is a book that is good for story writing, but not a silver-bullet.
3 act / 5 act / x act story structures do no apply across all mediums.
A medium’s limitations define story structure.
Story can be defined as what happens in a game.
                Plot is how it happens!
A game’s plot of moment-to-moment action cannot be written.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd7QRZbiNVnsAxJFNMjfHoDo2dTfOVx5Y3ZVZEx2f2d6LmFarfGLLVGLIrdCPxIPIThREQKnzdxfpHElI52cmIkJuWsucCxZdg7KYDy9rwtkohwGwNXf3aBtp8l5r2xdSUsDRhjsMJ0D7Z/s1600/010+NoWriting1-300x300.jpg

Cut-scenes give characters a story; gameplay gives the story of the player.
3rd person cameras force players to pay attention to avatar / character story.
1st person lets players be themselves, but it is hard to relate to the game character.
Forcing story and gameplay together can break engagement in the game.
Narrative as a reward for exploration gets players invested and empowered.
Designers shouldn’t write ‘stories’ but places for stories to happen.
Mood and intent should come together for a story to arise.
Demon’s Souls is an example to leave the player alone so they can ‘get it’!
The Walking Dead’s story is always the same in the end.
                Plot (how a story happens) is the experience for the player.
                This game shows what other players did; it makes the player feel unique!
Better writing isn’t the whole answer.
                Designing the experience is how to tell a better story is a partial answer?
Valve did cinematics that didn’t restrict the player’s perspective of the game.

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