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By Pascal Luban
[Author's Bio]
Gamasutra
November 22, 2006

Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility

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Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility


The Game System, or The Balancing Of Opposing Forces

The idea is to provide the gamers with enough "tools" so they can find a counter-measure to a possible imbalance. The game designers who worked on the multiplayer versions of Splinter Cell - Pandora Tomorrow and Chaos Theory controlled this dimension of the game system very well. Each piece of equipment the players have at their disposal is characterized by the possibilities it offers to its user, but also by the opportunities it offers to the opponents. Here are a few examples: the defenders' laser enables them to inevitably find the opponents by scanning the surroundings, but it also allows attackers to spot the defender from a distance and to see what he is looking at. The attackers' camouflage clothing enables them to greatly reduce the risk of being spotted by the opponents, but it also restricts speed. The laser mine is discreet, but the attacker can easily spot its ray by activating electronic vision. This approach limits the risks of having any specific piece of equipment become too powerful.

Playtests, The Gameplay Quality Assurance

Regardless of the time you spend "planning" your game or level design in order to identify potential weaknesses, there is nothing like putting the game to the test in the hands of experienced gamers to see how badly they break it and take a malicious pleasure in exploiting its faults.

Generally, playtests are particularly useful during the development phase of a game. They have become essential for a multiplayer game. In fact, gamers - most often hardcore gamers - will spend hundreds of hours exploring every slight detail in the map, applying all the different tactics generally used in this type of game: testing all weapons and equipment, searching for any fault in the level design, and any bugs that will enable them to take advantage over their opponents. Consequently, the weaknesses in the game or level design are quickly revealed and the game soon becomes less interesting. Properly conducted playtests allow the detection of faults in the level design, or poor settings of the game parameters such as the power of weapons, health levels, and so on.

In addition to my responsibilities as the lead level designer of the multiplayer versions of Splinter Cell - Pandora Tomorrow and Chaos Theory, I also implemented and supervised the playtest structure of the Ubisoft's D'Annecy studio where these versions were being developed. The managers of the studio were so aware of the importance of playtesting that they wanted the testing to be done in the same building, so that the development team could be directly connected to the playtest team.

How did we use the playtests?


In Splinter Cell - Pandora Tomorrow, the setting of smoke grenades gave rise to lots of playtesting.

  • We undertook systematic research of winning tactics - strategies that enable a player to win systematically and therefore maintain a steady interest for a game or a map. Among the most frequently encountered martingales are the "camp" points, which enable a player to cover one or more mission objectives with minimum exposure.
  • We put a lot of work into the game settings. Experience showed me that the intense use of certain features of a game (weapons, equipment, actions etc.) varies significantly according to a players' profile, the time spent to get familiar with the game and, of course, the settings. Only long-term playtests that are conducted with a selected sample of gamers help ensure that the game settings remain correct after long hours of play. In Splinter Cell - Pandora Tomorrow, the setting of smoke grenades gave rise to lots of playtesting. In fact, this smoke not only blurs the view of the players, but also asphyxiates defenders if they remain inside it for too long. The size of the effect area and the duration of the asphyxiating effect are parameters which could have had an important impact if they had been set incorrectly. If the grenade had been too effective, it would have become a disproportionately powerful weapon, as it would have been enough for attackers to launch one into a passage to make it impassable for the defenders. Conversely, if the grenade had been too ineffective, it would have become tactically uninteresting and players would not have used it. Remember the point regarding the player always looking to win at any cost in my previous article. To win, players quickly stop using useless equipment, but the development resources and the memory space of the special effects associated with this equipment are lost.
  • Finally, we tested the accessibility of the maps and the ease of gaining control of the game.

Conducting a playtest campaign is a particularly rewarding experience for a development team. To see how real gamers use the game and how they change the use an item from its original function (as I saw in the case of proximity mines that were often used as presence detectors by the defenders) to understand why they don't use certain equipment that seemed so cool at the design meetings. Playtests are the tool that separate what looked great on paper in a design meeting from what is more important: what the gamers will actually use.




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