• Missing Out and Alternate Paths

    From Spalls Hurgenson@21:1/5 to All on Mon Jul 10 09:55:01 2023
    Here's another video making the rounds I thought warranted discussion: https://www.youtube.com/watch?v=lXLRd5Kah-I

    It's an hour-long GC talk by a CDProjekt RED level designer on the
    benefits of making maps where it is possible for players to "miss out"
    on content. One of the complaints about "Cyberpunk 2077" was how
    similar all the missions felt to one another, and CPR's take-away was
    that complaint was a result of their making their missions accessible
    to every player, regardless of skill set. There was always an 'easy'
    path that didn't require any special abilities, and the alternate
    paths that did require those abilities rarely offered any real benefit
    to the player. So, of course, the players always took the obvious path
    and their experience suffered because it was the most generic route.

    He then goes on to describe how to fix this problem, by moving
    entrances, preventing people on one path from seeing what the other
    path is like (preserving mystery), and gatekeeping some content so
    that you only see it if you pick a specific path. It's an interesting
    look into how games create the illusion of choice and craft unique
    experiences for us, so if you've any interest in level design (it even
    applies to table-top gamers!) it's worth a watch.


    But that's not what I'm here to talk about. ;-)


    Or perhaps it is, but only indirectly. Because Mr. Tost - the dev in
    question - makes an assumption about gamestyle choices which, while it
    may be accurate for many players, is not accurate when /I/ play. And
    that's the idea that I /only/ choose the one path.

    Because that's never been how I roll. Give me a choice on how to get
    through a level, and I pick them ALL.

    So, take your generic sandbox game level: you usually have two or
    three ways to get through. There's the sneaky way, there's the
    skill-based way (which is often sneak-based too), there's the
    conversational way, and then there's brute-forcing it with guns.
    Usually each of these choices have their own circuitous routes, gated
    by skill checks, which all meet at a common destination. Often, a map
    will have multiple hubs, so you can decide to talk past the first
    obstacle, sneak past the second, and shoot past the third.

    But I /hate/ the idea of missing out on content, so I always try to do
    all three.

    Usually this consists of me talking my way past the first guard, who
    happily turns off the autoturrets and cameras and lets me pass
    through. But I don't walk through the doors like he expects, oh no. I
    then turn around and look for the inevitable air-vent so I can SNEAK
    my way through to the next hub (it's usually a doddle, since the
    cameras are all off now ;-). Then, having made my way through that
    way, I then turn around and go back through the level a third time,
    taking my time to off the guards as I wander back to my starting point
    (again, made much easier now that the security is disabled... and
    because I'm coming at them from behind). Finally, I make my way
    through the level the final time, hoovering up all the goodies and collectibles, and taking my time with the skill-checks that might have
    blocked off any remaining routes.

    It takes a little longer, but miss out on stuff? Nope, not me. And
    while I doubt my method is used by the majority of players, I KNOW I'm
    not unique in this style.

    So, how you gonna deal with people like me, Mr. Lead Design Acting
    Lead Miles Tost of CD Projekt RED, huh? ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Mon Jul 10 08:20:25 2023
    On 7/10/2023 6:55 AM, Spalls Hurgenson wrote:

    Here's another video making the rounds I thought warranted discussion: https://www.youtube.com/watch?v=lXLRd5Kah-I

    It's an hour-long GC talk by a CDProjekt RED level designer on the
    benefits of making maps where it is possible for players to "miss out"
    on content. One of the complaints about "Cyberpunk 2077" was how
    similar all the missions felt to one another, and CPR's take-away was
    that complaint was a result of their making their missions accessible
    to every player, regardless of skill set. There was always an 'easy'
    path that didn't require any special abilities, and the alternate
    paths that did require those abilities rarely offered any real benefit
    to the player. So, of course, the players always took the obvious path
    and their experience suffered because it was the most generic route.

    He then goes on to describe how to fix this problem, by moving
    entrances, preventing people on one path from seeing what the other
    path is like (preserving mystery), and gatekeeping some content so
    that you only see it if you pick a specific path. It's an interesting
    look into how games create the illusion of choice and craft unique experiences for us, so if you've any interest in level design (it even applies to table-top gamers!) it's worth a watch.


    But that's not what I'm here to talk about. ;-)


    Or perhaps it is, but only indirectly. Because Mr. Tost - the dev in
    question - makes an assumption about gamestyle choices which, while it
    may be accurate for many players, is not accurate when /I/ play. And
    that's the idea that I /only/ choose the one path.

    Because that's never been how I roll. Give me a choice on how to get
    through a level, and I pick them ALL.

    So, take your generic sandbox game level: you usually have two or
    three ways to get through. There's the sneaky way, there's the
    skill-based way (which is often sneak-based too), there's the
    conversational way, and then there's brute-forcing it with guns.
    Usually each of these choices have their own circuitous routes, gated
    by skill checks, which all meet at a common destination. Often, a map
    will have multiple hubs, so you can decide to talk past the first
    obstacle, sneak past the second, and shoot past the third.

    But I /hate/ the idea of missing out on content, so I always try to do
    all three.

    Usually this consists of me talking my way past the first guard, who
    happily turns off the autoturrets and cameras and lets me pass
    through. But I don't walk through the doors like he expects, oh no. I
    then turn around and look for the inevitable air-vent so I can SNEAK
    my way through to the next hub (it's usually a doddle, since the
    cameras are all off now ;-). Then, having made my way through that
    way, I then turn around and go back through the level a third time,
    taking my time to off the guards as I wander back to my starting point (again, made much easier now that the security is disabled... and
    because I'm coming at them from behind). Finally, I make my way
    through the level the final time, hoovering up all the goodies and collectibles, and taking my time with the skill-checks that might have blocked off any remaining routes.

    It takes a little longer, but miss out on stuff? Nope, not me. And
    while I doubt my method is used by the majority of players, I KNOW I'm
    not unique in this style.

    So, how you gonna deal with people like me, Mr. Lead Design Acting
    Lead Miles Tost of CD Projekt RED, huh? ;-)

    Make sections one transit only, impossible to re-enter or backtrack in. :P

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to dtravel@sonic.net on Mon Jul 10 14:55:08 2023
    On Mon, 10 Jul 2023 08:20:25 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:
    On 7/10/2023 6:55 AM, Spalls Hurgenson wrote:


    So, how you gonna deal with people like me, Mr. Lead Design Acting
    Lead Miles Tost of CD Projekt RED, huh? ;-)

    Make sections one transit only, impossible to re-enter or backtrack in. :P

    Some games do that (and we hates 'em, my precious, we does!). Most
    games however, do not. Usually the alternate paths are gated at the
    front entrance, not the rear. This is likely because there are
    numerous times when players want/need to go back (for perfectly
    reasonable purposes, and not because they're insane completionists
    like myself ;-) and being blocked off like that is extremely
    frustrating. For instance, many players may cache gear elsewhere, and
    being cut off from their supply depot due to circumstances outside
    their control is considered bad form.

    Thus, the tactic is most often used sparingly, often right before
    climatic encounters, and usually with adequate warning that there's no
    "door to before". Most designers instead rely on the fact that few
    gamers are actually crazy enough to traverse the same level multiple
    times.

    The most common method to prevent backtracking is having to drop down
    to a lower platform that's too high to scramble back up. It's one of
    those level design tricks - like those narrow caves you have to slowly
    slide through sideways to give the game time to load the next part of
    the level - that once you notice, you can never unnotice. ;-)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)