Functional
Design
Why is there
a crate in the middle of the jungle?
Everything in the area needs to be justified
and fit the fiction of the world. Research and gather reference to ground your
design layouts. Take into account:
-
Where in the overall world map is this area?
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Is it old or new?
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Why are these objects here?
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Is there a waterway (stream/river/dried up
river bed)
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Was the area cleared or is it naturally
dense?
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Have the trees been cut down?
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How do people get in and out of the area?
To re-enforce the suspension of disbelief,
the layout should be believable. There are a few ways to help support this:
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Functionality: As opposed
to randomly placing objects and structures to serve the need for an effective
Combat Zone, keep in mind that the layout has to technically be functional and
ultimately believable. For example, if it is some sort of storage warehouse,
then how do items get loaded and unloaded? Can everything fit through the
doorways?
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History: How long has this area
existed? If it is old, does the layout reflect this (broken/disarray)? Thinking
through the history of the layout helps to feed ideas about structures and
their state. If it is an old area, could you just walk in through the front
door? Is it overgrown? Is it broken? Maybe another way in through a collapsed
part of a perimeter wall would fit better with the age of the layout.
-
Mini-story: Nothing breaks the illusion
more than enemies that are mindlessly patrolling obvious loops or standing and
idling (read: waiting to be killed). What is their role? What should they be
doing when you enter the area? If they just arrived are they setting up camp
and unloading? If they have been there for a while, what do they do to kill
time?
The idea is to create a believable
environment that simply isn't a random assembly of objects strictly serving the
purpose of creating an effective Combat Zone.
Controlling
The Challenge
Kill
Zone on the move
As the player gets used to the concept of a
Kill Zone, the game play still runs the risk of becoming stale if each Combat
Zone feels as predictable and static as the last. This is especially true if
the player is simply 'pop and shooting' from the sort of Defensive Zone
throughout the course of the fight.
Designing Kill Zones that change angles and
positions forces the player to find a new Defensive Zone. This helps to create
the impression of a dynamic world along believably intelligent AI.
Ways that this can be achieved:
-
Stage alternate positions in which
reinforcements enter the Combat Zone so that players are not mowing down
enemies one after another from the same angle.
-
Note that this should be an event that this
presented to the player.
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Destructible element changes the playfield;
great if it is a gameplay object that the player is aware of.
-
AI 'fallback' and 'charge'; the Kill Zone
moving forward and back within the Combat Zone depending if the player is
whittling their numbers down (AI fallback), or if there has been a standoff for
sometime (AI charge)
Risk
and reward
There is nothing wrong with letting the
player feel empowered, even if it is for a short period of time. The hunted
becoming the hunter for a short period of time armed to the teeth; not unlike
Pac-Man eating a power pellet.
Within the layout, consider the placement of
objects/items that would give the player a huge advantage in the battle. For example; an RPG with a few shots
prominently displayed in the middle of the Kill Zone; the player can then
choose to stay put and play it safe, or try risking his life sprint out and dive
for the RPG.
Extending
Gameplay
Last but
most importantly of all is planning for ways to stage the Combat Zone in a way
that they stand out from each other. The level designer is faced with the
challenge of presenting the same gameplay that, end-to-end, maybe lasts less
than 30 seconds -- over the course of a 10+ hour experience.
Even with the understanding of what is
needed to support a fun and engaging combat experience, pushing further on
adding variety to the core combat experience is needed to extend the
experience.
Adding
a Twist - Unique Staging
Consider the elements that make up the core
mechanics and challenge the player on one or more. The player can:
-
See
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Move
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Shoot
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Take cover
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Hear
-
Get Hurt
By either giving the player a positive perk
for one or a negative perk can help to create a memorable experience.
With that in mind a negative perk could be
an area that is filled with thick smoke that limits the player's ability to
see. Or having a stampede of massive dinosaurs creates areas that cause damage
and slow the player's movement.
Positive perks also give the player a
memorable twist to the combat experience. A moment where the player comes
across a huge pile of explosives as they are suddenly attacked by a hoard of
dinosaurs give the player the chance to blow up and gib till the heart's
content.
Summing
it All Up
It all starts with the Napkin Sketch; plan
for these key elements early on.
Ask yourself:
"What will players remember about this battle that is different
than others?"
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This is why TF2 Payload maps are so compelling. Over a round the combat will shift from free form to defined.
Keep it up :)
/Windfeld
That made me think of Resistance; play the first level and look at the massive crates inside the houses... that a) don't make any sense being there in the first place and b) have no way of getting inside!
I might be the minority that notices these sort of things, but I think it subliminally effects oblivious players as they are working through the game.
If I had to think of one example, I'd say Drake's Fortune had extremely obvious combat zones. You'd turn a corner, look at a clearing with waist-high walls everywhere, and just know something was going to happen. That, and the exploding barrels everywhere...
Daniel, I totally agree; hide your gameplay!
@Kevin and Hélder
Payload is great! I would love to see that concept in a single player scenario as well.
@Daniel
I have seen the biggest wins with hiding gameplay when environment artists are brought into the grey block process early. The ability to develop believable level architecture is a different skill than developing a fun Combat Zone. Some level designers are great at it, while others tend to create fun spaces that make an artist's head explode when they think of how will they make the abstract space believable. More recently, the role of Level Architect is becoming more commonly accepted; a hybrid role that mixes an eye for gameplay as well as world modeling.
Obviously if it is a more realistic setting, photo reference or on sight research is critical for sparking ideas on how to leverage the existing environment for gameplay. Hopefully the level isn't based in a crate factory though;)
@Brad
Sometimes the 'functional design' of areas simply slips through the cracks. Level designers and world artists are on the hook for ensuring the space is believable. This is ultimately overcome with strong reference/research and planning up front. Since most Level Designers likely have not built an actual military base, nor would they be contracted to do so for their government, we need to learn from what these real world experts have already built. Though, since lots of games are based in a fantasy world, developing how a space factory functions isn't easy. Using real world reference is still critical to start with before moving into how it fits within the fiction for the game.
@Rob
Thanks for the head's up on DoD. Been looking at it more closely, and it seems really well though out. I will give it a whirl some more...hadn't had a chance to really sit down with it.
Whether by luck of design, the map fits well into your criteria; though it is a case where the Combat Zone is pretty much the entire level, and it's a little more excusable to have crates around when you're in a warehouse.
Interesting article.
That map is CS_Assault, good description. Plus, CS isn't a really cover based game, the in the killzone can easy kill the player in covers, specially in that map, you can shoot through most obstacles, crates and walls.
For the life of me, I couldn't remember the name of the map. Thank you. You're right that CS isn't cover-based by definition, but I think the playing dynamic of having finite health is similar to a cover-based shooter. Even though the objects are penetrable, they do offer protection; and with limited health and aim penalties for movement, you would still stick and move (if not pop and shot). Sorry for mixing catchphrases.
However, I would love to read more about team-based strategies.