Showing posts with label Looking Glass Studios. Show all posts
Showing posts with label Looking Glass Studios. Show all posts

Saturday, July 7, 2018

20 Design Mantras for Arkane's "Prey" (2017)

I recently discovered a great video from Game Informer where they visited Arkane studios, before Prey (2017) came out, and spoke to Ricardo Bare and Raphael Colantonio, and they explain these fantastic "20 design mantras" that they had printed up on the office walls.  

They relate specifically to games that are often called Immersive Sims, a genre that I'm very much into!

I had heard Harvey Smith talk about these mantras with Steve Gaynor on the awesome podcast Tone Control - Episode 19 (specifically around 1:05:10), about the development of Dishonored as well, and I was dying to see them.  So I was delighted to find this video which showed the ones from Prey, which I think probably overlap a lot with the Dishonored ones.

These are game design philosophies that I really want to include in my own work, so I wanted to write them up for easy reference here.  :)  I love the Looking Glass Studios approach to game design, especially the Thief games, and Arkane have been one of the strongest proponents of that style of game design.

So, without further ado... I've written up the 20 mantras below for easy reference.  You can see the images themselves underneath.

======================================
20 Design Mantras for Immersive Sims

Multiple Paths
Sand box spaces with open ended circulation, multiple entry points, verticality, crawl space.

Well Integrated Puzzles
Plausible problems to solve, not gimmicky key-lock puzzles with only one solution.

Say yes to the player
If it occurs to players, and sounds like fun, let them do it.

Ecology
AI's interact with each other and the world in interesting ways that can be exploited by the player.

Dynamic Hazards
Environmental changes force players and enemies to adapt: Solar flares, depressurization, zero-g, creature populations.

Simulated World
The game world and entities exist independently of the player and behave according to consistent rules.

Space Dungeon
The player must survive in a hostile enclosed world.

Dramatic Setups
Mission settings, plot turns, characters and outcomes should feel highly dramatic.

Intentionality
Provide information about the situation and allow the player to formulate a plan.

Grounded Sci-fi
Near future environment should feel convincing and cohesive, a careful balance of the familiar with the marvellous.

Clarity
Clearly mark the world and allow the player to navigate.

Fuck Ladders
You'd just fall to your death anyway.

Improvisation
Players like to be clever.  Let them use game systems to experiment and form their own solutions.

Consequences
Player makes choices that have meaningful emotional or mechanical consequences.

Environmental Storytelling
Invite players to create stories through interpretation.

Object Density
The world feels crafted, rich with objects and interactivity, but not cluttered.

Break the Patterns
Players like to be surprised.  Avoid repetition in encounters and setups.

Mood
All elements should serve a signature emotional tone.

Reuse of Space
Let the player return to areas that evolve over time, building investment in the setting.

Specialisation
No character should be good at everything.

======================================

Here are the original mantra posters, with text captions as well.



Multiple Paths
Sand box spaces with open ended circulation, multiple entry points, verticality, crawl space.



Well Integrated puzzles
Plausible problems to solve, not gimmicky key-lock puzzles with only one solution.



Say yes to the player
If it occurs to players, and sounds like fun, let them do it.



Ecology
AI's interact with each other and the world in interesting ways that can be exploited by the player.



Dynamic Hazards
Environmental changes force players and enemies to adapt: Solar flares, depressurization, zero-g, creature populations.



Simulated World
The game world and entities exist independently of the player and behave according to consistent rules.



Space Dungeon
The player must survive in a hostile enclosed world.



Dramatic Setups
Mission settings, plot turns, characters and outcomes should feel highly dramatic.



Intentionality
Provide information about the situation and allow the player to formulate a plan.



Grounded Sci-fi
Near future environment should feel convincing and cohesive, a careful balance of the familiar with the marvellous.



Clarity
Clearly mark the world and allow the player to navigate.



Fuck Ladders
You'd just fall to your death anyway.



Improvisation
Players like to be clever.  Let them use game systems to experiment and form their own solutions.



Consequences
Player makes choices that have meaningful emotional or mechanical consequences.



Environmental Storytelling
Invite players to create stories through interpretation.



Object Density
The world feels crafted, rich with objects and interactivity, but not cluttered.



Break the Patterns
Players like to be surprised.  Avoid repetition in encounters and setups.



Mood
All elements should serve a signature emotional tone.



Reuse of Space
Let the player return to areas that evolve over time, building investment in the setting.



Specialisation
No character should be good at everything.

======================================

Saturday, October 8, 2016

Doug Church: Object Systems, Immersive Sims

Here's a presentation by Doug Church (Looking Glass, Valve) from about 2003, about designing Object Systems for games.  

I've reformatted it a bit to make it easier to read, and included it here because I love the Thief games, and thought others might be interested in it too.

It is written (I assume) with an eye towards immersive sims, and other games where you want rich interactions and emergent gameplay possibilities.

Here's the Google Slides, and here's a PDF.

I wish I had an audio recording of the presentation, but I don't think any such thing exists.

Enjoy!


PS: Here's a little preview of a few of the slides from the presentation...

















Friday, October 18, 2013

"Lady Lomat's Flute" - A Thief 2 Fan Mission

Thief is one of my favorite game series of all time.

There's a new re-imagining of the game coming soon from Eidos Montreal, and also an unofficial patch for the original games appeared somewhat recently amongst the fan community, improving the game's compatibility with modern computers, and also improving the shadow maps and other tweaks and improvements throughout.


This prompted me to re-visit my old Thief 2 mission I made in 2001, which I'd always wanted to tweak but never found the opportunity.  


I decided to open it up again, and it's provided me much joy to present an updated version of the mission, "Lady Lomat's Flute", now with a great intro movie with illustrations and voice-over by my good friend Brendan Barnett (also a big fan of the original games).


The video below shows a play through of the mission, and contains spoilers, so if you want to play the level yourself, give it a go before watching the video!  (There's a link to the download in the video description on YouTube).



My goal was to build a relatively small level that provided a lot of different possibilities for the player to approach the goal from different angles. The mission allows for sneaking, pick-pocketing, climbing, rope arrows, lots of ways in and out of the house, sword play, chaos, and more.

You can download the mission here!