Things Learned at GDC - Part 2

Tuesday, April 03, 2018

Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault.

This post contains:

4. Bridging the gap between UX Principles and Game Design.
5. Character Development in Non-Linear Spaces.

Next post will contain:

6. From Empires to Ages: Lessons learned in 14 years at BioWare.


4. 'Bridging the Gap Between UX Principles and Game Design.' - Jim Brown, Epic Games

4.1. Clarify Intent (Encounter Design)

''We don't see the world as it is, we interpret it.''

Gestalt Theory: 
Law of Proximity (Cognitive load, flow and rhythm.)

See objects in its' entirety before breaking them up into parts.



''UX Pro Tip: Learn how to talk with your colleagues, learn their lingo, learn designer lingo, and save technical UI/UX lingo for your own work.'

4.2. Have Empathy (Environment Design)

''As designers, we have little control. Don't take control away from the player.''

Gestalt Theory:
Law of Closure
Law of Symmetry
Law of Continuity
Law of Common Fate

Reference:
''The Gestalt law of common fate states that humans perceive visual elements that move in the same speed and/or direction as parts of a single stimulus. A common example of this is a flock of birds. When several birds fly in the same direction, we normally assume that they belong to a single group. Birds that fly in a different direction do not appear to be included in the said group. A marching band is another example that usually exhibits the gestalt law of common fate.''

  • Lower the cognitive burden to help your user focus.
  • Use negative space to guide the eye.
  • Rule of Thirds and the Golden Ratio. Apply where possible. Not always relevant.
''UX Pro Tip: Always respect the environment. The game environment is more than just a space, it is core to the experience.''

4.3. Provide Meaning (System Design)

  • Offer achievable long-term goals with extrinsic and intrinsic rewards.
  • Create warnings that work together.
  • Ensure that everyone can find meaning, regardless of skill level.
  • Context is key.
  • Focus on user centred design; should always serve the player directly.

5. 'Character Development in Non-Linear Spaces: Uncharted the Lost Legacy.' - Josch Scherr, Naughty Dog

Design and narrative need to go hand in hand early on in the process.
In the case of open-world/non-linear experiences, the player sets the pace. Any distraction means a lost immersion.

Main take-away:
  • Determine key goal(s) early.
  • Align character development with key goal(s).
  • Start off with neutral writing.
  • Supplement neutral writing for character building.
  • Use temporary level dialogue early.
  • Adapt to player choice.

5.1 Create a To-Do List.

  • Which info? Which info where?
  • Create main story beats.
  • Define what fits open world and what doesn't.
5.2 Determine Player Goal(s).
  • When do players achieve the goal(s)?
In the case of Uncharted: The Lost Legacy, the open world area was divided in 4 phases based on valves that needed to be interacted with. 
Non-key moment dialogues were written with a neutral tone to avoid inconsistency in character-building/bonding.

5.3 Choose your tools and make things.

In the case of Uncharted: The Lost Legacy, dialogue was created gradually from Non-Interactive to Interactive.

Non-Interactive
Cutscenes
Scripted Sequences
Driving Dialogue
Level Dialogue
Interactive

Cutscenes and their dialogue were saved for non-interruptive key moments.
This dialogue was written and focused on first.

Scripted Sequences were used as a climax to story beats. (e.g. Elephant Ride in The Lost Legacy.)

Driving Dialogue were conversations that could be interrupted. This dialogue was made for progressing the connection between characters and to break up conversation into phases.

Dialogue was divided into three categories:


Primary

Essential. Has to be heard by player.

Secondary

Not a huge problem if dialogue is missed.

Bonus

Extra 'fluff'.

Level Dialogue was used for nudges, hints, environmental storytelling, historical backstory of characters, but also to sneak in quirks of characters.

  • Getting in subtlety for your characters.
  • Gradually build up relationships between characters.
These also include the optional dialogue prompts. They are considered not ideal, but sometimes necessary. They can be used for character exposition and specific moments between characters.

5.4 Closing.
  • Build on neutral dialogue to build up character relationships. (Create pillars.)
  • Be sure to overestimate rather than underestimate.
    • In the case of The Lost Legacy they were unable to test many things, but wrote more than needed to allow for cutting of dialogue without it massively influencing the flow of the story.
    • They also needed to record multiple lines of dialogue for the same scenes in different tones depending on the game progression.

You Might Also Like

0 reacties