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Radically Nonlinear Levels

The document discusses designing radically nonlinear single player levels. It begins by defining radically nonlinear levels as those with many possible paths, choices, and solutions. The main sections cover defining these levels, basics of building them, and fixing common issues. Examples are provided of games with nonlinear levels like Deus Ex and MGS: Ground Zeroes. Troubleshooting tips include opening up level space, using layouts and themes, balancing around player choice, and ensuring enough gameplay. The document concludes by discussing level construction, strategic vs tactical choices, and how pacing, space, and gameplay dynamics can come together in a radically nonlinear level.
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
82 views

Radically Nonlinear Levels

The document discusses designing radically nonlinear single player levels. It begins by defining radically nonlinear levels as those with many possible paths, choices, and solutions. The main sections cover defining these levels, basics of building them, and fixing common issues. Examples are provided of games with nonlinear levels like Deus Ex and MGS: Ground Zeroes. Troubleshooting tips include opening up level space, using layouts and themes, balancing around player choice, and ensuring enough gameplay. The document concludes by discussing level construction, strategic vs tactical choices, and how pacing, space, and gameplay dynamics can come together in a radically nonlinear level.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Designing Radically Nonlinear

Single Player Levels


Aubrey Serr
12 East Games
Aubrey Serr - @AubreySerr

12 East Games
Aubrey Serr - @AubreySerr

Wolfire
Aubrey Serr - @AubreySerr

Etc.
Main Sections



Main Sections
●Define Radically Nonlinear Levels


Main Sections
●Define Radically Nonlinear Levels
●Basics of how to build them

Main Sections
●Define Radically Nonlinear Levels
●Basics of how to build them
●How to fix issues that come up
Paths and Walls
Paths and Walls
Paths and Walls
Paths and Walls
Paths and Walls
Nonlinear Sandbox
Lots of Examples…...

MGS: GROUND ZEROES BATTLEZONE


TENCHU RAINBOW 6

APEX:LEGENDS BATTLEFIELD 3
PUBG DESTINY
Lots of Examples…...

MGS: GROUND ZEROES BATTLEZONE


TENCHU RAINBOW 6

GEARS OF WAR WOLFENSTEIN


HALO DOOM
Lots of Examples…...

MGS: GROUND ZEROES BATTLEZONE


TENCHU RAINBOW 6

GEARS OF WAR WOLFENSTEIN


HALO DOOM

APEX:LEGENDS BATTLEFIELD 3
PUBG DESTINY
Are These a Distinct Type of Level?
Our Own Engine and Tools
A-OK
“The gameplay never follows up on the intriguing premise, wasting its memorable final
levels by forcing you to crawl through a dozen dull ones before you get to them.”
4.5/10 Gamespot
A-OK
“The gameplay never follows up on the intriguing premise, wasting its memorable final
levels by forcing you to crawl through a dozen dull ones before you get to them.”
4.5/10 Gamespot

“This first-person shooter from 8monkey Labs fails on nearly all fronts.”
3.6/10 IGN
A-OK
“The gameplay never follows up on the intriguing premise, wasting its memorable final
levels by forcing you to crawl through a dozen dull ones before you get to them.”
4.5/10 Gamespot

“This first-person shooter from 8monkey Labs fails on nearly all fronts.”
3.6/10 IGN

“Darkest of Days is the worst first-person shooter of this generation.”


“This game is stupid. Straight-up stupid.”
1/10 Destructoid
The Problem

VS.
Section 1

What is a Radically Nonlinear Level?


Small Immediate Choices
Bigger Choices
Risks
Ms. Pac-Man Level Notes
●Not too big or too small



Ms. Pac-Man Level Notes
●Nottoo big or too small
●Easy to understand


Ms. Pac-Man Level Notes
●Nottoo big or too small
●Easy to understand
●No exit

Ms. Pac-Man Level Notes
●Nottoo big or too small
●Easy to understand
●No exit
●Dynamic pacing
Open World?
Multiplayer Bot Match?
●Yes except you don’t need:




Multiplayer Bot Match?
●Yes except you don’t need:
● Symmetrical balance
● Lag tolerance
● Limited physics
● Etc.
MDA Framework
●Mechanics: rules, data
●Dynamics: runtime behavior
●Aesthetics: emotional connection
1982
DOOM 2016
DOOM 2016 DOOM 1993
Why are Radically Nonlinear Levels Rad?







Why are Radically Nonlinear Levels Rad?

●Deeper gameplay


because of the dynamic gameplay,
● Tenchu had items like a Ninja Dog,
● poison rice, and a decoy whistle

● FromSoft’s next game Sekiro was


inspired by Tenchu
Why are Radically Nonlinear Levels Rad?

●Deeper gameplay
●More choices



Deus Ex lets you beat levels with
● violence, stealth or hacking
Why are Radically Nonlinear Levels Rad?

●Deeper gameplay
●More choices
●Map knowledge MGS: Ground Zeroes allows the
● player to execute plans based on
their knowledge of the level
● geography, items, vehicles and
● enemy patrols
Why are Radically Nonlinear Levels Rad?

●Deeper gameplay
●More choices
●Map knowledge
●Destroy anything an option
● The Red Faction series lets you
● blast your own path through
obstacles
Why are Radically Nonlinear Levels Rad?
Hitman has an entire
●Deeper gameplay traversable French chateau
●More choices for a level

●Map knowledge
●Destroy anything an option
●More realistic

Why are Radically Nonlinear Levels Rad?

●Deeper gameplay
●More choices
●Map knowledge The player in Rainbow Six
(1998) chooses the
●Destroy anything an option
operatives, gear and plan
●More realistic before each mission, allowing
freeform solutions
●Replayability
Section 2

How do you build a Nonlinear Level?


Layout Symbols
Enemy/Risk

Reward/Safety
Walls

Objective
Symmetrical Layout
Symmetrical Layout
Symmetrical Layout
Concentric Layout
Concentric Layout
Concentric Layout
Node Layout
Node Layout
Node Layout
Field Layout
Field Layout
Field Layout
Find a Gameplay Concept

This usually involves a lot of playtesting and prototypes


Brigador
Brigador
Brigador
Trap Concept
Trap Concept
Trap Concept
Trap Concept
Exposed Concept
Exposed Concept
Exposed Concept
Exposed Concept
Exposed Concept
Ravenfield
Air War Concept
Air War Concept
Air War Concept
Air War Concept
Section 3

How to troubleshoot Nonlinear Level problems?


Common Issues
●Too linear






Common Issues
●Too linear Open more space






Common Issues
●Toolinear Open more space
●One solution





Common Issues
●Toolinear Open more space
●One solution Trust the gameplay, give it room





Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure




Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme




Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive



Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player



Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty”


Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty” Communicate more/better


Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty” Communicate more/better
●Not enough gameplay

Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty” Communicate more/better
●Not enough gameplay Talk to your design team

Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty” Communicate more/better
●Not enough gameplay Talk to your design team
●Not the right style
Common Issues
●Too linear Open more space
●One solution Trust the gameplay, give it room
●No structure Use layout, theme
●Not reactive Balance around the player
●Feels “random”, “empty” Communicate more/better
●Not enough gameplay Talk to your design team
●Not the right style Make the map more linear
Recap and Final Example

How does this all fit together?


Receiver
Construction
Image of level tiles
Strategic Choice
Tactical Choice
Tactical Choice
Tactical Choice
Radical Nonlinearity
Radical Nonlinearity
Radical Nonlinearity
Narrative Tradeoffs
Pacing and Layout
Pacing and Layout
Pacing and Layout
Pacing and Layout
Core Gameplay
Core Gameplay
Core Gameplay
Teamwork
What Worked
●Dynamics
●Pacing
●Space for gameplay
In Conclusion...
Aubrey Serr
12 East Games
@AubreySerr

Talks Referenced:
● Embracing Push Forward Combat in DOOM
(www.youtube.com/watch?v=2KQNpQD8Ayo)
● Level Building for Stealth Gameplay
(www.gdcvault.com/play/1013211/Level-Building-for-Stealth)
● Level Design in Hitman: Guiding Players in a Nonlinear Sandbox
(www.youtube.com/watch?v=hc8_W2PERZE)

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