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1eyedking DX:HR's Lead Designer talks about level design philosophy

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jcd

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Quite an interesting little essay appeared on Eidos Montreal's website today, I'm pasting it below for everyone to enjoy.

http://community.eidosmontreal.com/blogs/Dev-Vault-Level-Design?theme=deusex

Hello everyone!

I'm René-Martin Pauzé, and my role on Deus Ex: Human Revolution as Lead Level Designer was to create guidelines and rules to help the level team to create the layouts and challenges.

With the help of Francois McCann (Senior Level Designer) who was responsible of the first production level (Detroit City), we want to give you some insight into the level design philosophy behind Deus Ex: Human Revolution.


Starting with the Basics
The first thing we did was replay the first two Deus Ex games. We had to take lots of notes to truly understand what exactly defines the Deus Ex experience, and how to design our levels with challenges based on the game pillars (Combat, Stealth, Hacking, Social and Exploration).

The major element that we took into consideration was the fact that the game is an Action-RPG. The idea was to extract and analyze all the high-level defining aspects of this genre, to understand how they can influence and help us refine the Level Design direction we needed to create a deep Deus Ex experience.

A few facts:

o The core Level Design team consisted of veterans Level Designers from established series such as Splinter Cell and Rainbow Six, which helped to create a proper foundation of tactical choices, multipathing, and multi-solutions.

o After playing the previous Deus Ex games, each Level Designer was tasked to list their Top 3 Best Levels and Top 3 Worst Levels, and explain the reasons behind their choices.

o Level Designers which were hired had to undergo a training session where they had to recreate a rough Deus Ex 1 level in the Deus Ex: Human Revolution engine, in order to truly understand the fundamentals.

o Throughout the production, our videogame inspirations were:

§ Metal Gear Solid Series.

§ Perfect Dark Series.

§ System Shock Series.

§ Rainbow Six Series.

§ Splinter Cell Series.

§ Bioshock Series.

§ Fallout Series.

§ Mass Effect Series.

Defining the Open-Ended Experience
We needed to understand why people were so enthusiastic of their memories of playing a 10-year-old game like Deus Ex 1, every time we talked to them about it. After a lot of analysis, we were able to define key elements which helped us create a similarly enjoyable open-ended experience for Deus Ex: Human Revolution.

We broke down this open-ended experience into three major elements, that we had to always keep in mind from a level design perspective.

Sense of freedom

o Create a semi-free-roaming level which can be explored on foot and let the player go anywhere, anytime, within its limits.

oLiberty to engage mission objectives or side-quests in any order.

oLet the player choose his own path, but with short / medium / or long-term consequences.

Possibilities

oDefine the tactical options for the player to choose from, based on the gameplay pillar he wishes to explore, or even combinations of multiple options.

oAllow the player to make different decisions by experimenting with the tools he acquired so far, such as augmentations, weapons, and items.

oFor each different option, include interactive elements for the player to play with.

Replayability

oBy combining the non-linear approach with the different tools at the player's disposal, he can create his own replayability experience.

Understanding the Multi-Path / Multi-Solution
MULTI-PATH

To break any linear feeling, all environments (both exterior and interior) must support multipathing to some degree, allowing the player to find and use different entry and exit points (minimum of two). Each path must have a consequence and a reward, so as to balance why the player should use one particular path instead of another. To optimize "replayability", some alternate paths should be accessible only with a certain type of augmentations.

Multi-path can be broken down into three different categories:

oImmediate: Multiple paths to one room, one small floor / set of rooms (ex.: apartments).

oMedium: Multiple paths towards an objective or a challenge (ex.: different floors leading to a single large warehouse).

oLarge-Scale: Multiple paths to one sub-location or to a compound.



We also defined all our paths with the different playstyles supported by the game.

Combat Path:

oGenerally the most direct one.

oEasy to find.

o Strongly protected by NPCs.

oPlayer is easily exposed to direct confrontation.

Stealth Path:
oGenerally allows the player to avoid a direct confrontation.

oMore difficult to notice and to find.

o Need to explore more and/or use augmentations.

Hacking Path:

o Generally accessible through exploration / alternate paths.

oProtected by security devices that requires the player to find a way to bypass them: either by hacking, finding a code, using an item (EMP grenade), or even sneaking.

Social Path:
oRely on the conversation system and skills.

oPlayer needs to convince an NPC to help, in order to gain access to an alternate path, or even simply acquire information.



MULTI-SOLUTION

To infuse the same sense of freedom that we can establish through multi-path, which is all about navigation, the player must be able to rely on a variety of of solutions to overcome a single challenge.

In the end, any solution to a challenge must reflect the player's style: brute force, sneaking, hacking, interacting with objects or NPCs, and so on.


Combat Solution:

o The player can achieve his objectives by using the full frontal assault tactic.

oThe primary focus is on combat skills, the use of destructive weapons against armed opponents.

oThis tactic revolves around quick reflexes, adrenaline rush through combat and frantic action.

oThis tactic generates chaotic and action-packed sequences (bringing reinforcements, ambushes, triggering alarms, etc).

oFirefights are extremely risky and requires the player to use cover-dependant tactics and precise aiming.

o While behind cover, the player can analyze the situation and choose a tactic which could potentially turn the odds in the player's favor.

Stealth Solution:

oThe player studies the topology of the environment and takes time to plan his stealth approach.

oPrimary focus is be on using occluding cover, using stealth augmentations granting him invisibility and discretion, and silent weapons and tactics which will help him not being spotted by the enemies.

oThis tactic revolves around accuracy, planning, keen observation and puzzle-solving skills.

oThe player must eliminate, avoid or neutralize targets silently and without being detected.

oExperience great excitement through high-risk and high-tension gameplay.

Hacking Solution:

o The player must try to challenge machines and security systems.

oPrimary focus is on hacking skills to obtain additional rewards, information, turn the system against the player’s enemies and take control of a variety of devices and robots.

o This tactic forces the player to physically get close to security devices.

oRequires the player to use augmentations and software to hack the devices.

o Finding codes and passwords can also be an option to take over certain security devices, thus rewarding the player who explores his surroundings.

Social Solution:

oThe player has the ability to interact with some of the NPCs he comes across in the game.

oNPCs can provide the player with a wide variety of means to help progressing through the game, as well as enrich immersion and gameplay.

o They can give the player information which can be used to overcome a situation, gain access to another area, or simply to guide the player towards the objective.

oNPCs can also give the player items: either by selling them, as an aid to solve a situation, or as a reward for completing a quest.

oAlso, they can add backstory on other characters, environments, mission objectives and the game’s world, so as to increase immersion.

In the next part of this article, we'll get into the overall game theme and its influences on level design, as well as bringing our philosophy to life.

:neveraskedforthis:
 

Gregz

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All the right buzzwords; shit execution.

Optimal path was always by stealth, and it was a tedious and boring way to be forced to play through the game.

Deus Ex 1 has actual multi-path (i.e. let the player play the game the way he wants). That's why it's fun.

DX:HHR punished the player for doing anything but a stealth run. It sacrificed fun in the name of 'realism', fuck that trend.

Shit game, huge disappointment, and I still don't understand why the Codex supports this game. I also don't understand why Alpha Protocol is supported around here (outside of the usual MCA worship), even though it's a better game (which isn't saying much).

/end rant
 
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DraQ

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"...by codifying those paths and solutions we have made our approach rigid and formulaic, unable to accommodate mixed or otherwise unorthodox solutions and unable to make different path types less obvious." is the part that wasn't there but should.

DX:HR level design wasn't bad but compared with DX1?
:neveraskedforthis:
 
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Kem0sabe

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It's quite an experience playing the game with the audio commentary turned on, you get a proper apreacition of the work, challenges and solutions involved in making a game like this.
 

Seaking4

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Not really because these two sentences came right before it.

"After playing the previous Deus Ex games, each Level Designer was tasked to list their Top 3 Best Levels and Top 3 Worst Levels, and explain the reasons behind their choices.
Level Designers which were hired had to undergo a training session where they had to recreate a rough Deus Ex 1 level in the Deus Ex: Human Revolution engine, in order to truly understand the fundamentals."

And this:

"The first thing we did was replay the first two Deus Ex games. We had to take lots of notes to truly understand what exactly defines the Deus Ex experience, and how to design our levels with challenges based on the game pillars (Combat, Stealth, Hacking, Social and Exploration).

The major element that we took into consideration was the fact that the game is an Action-RPG. The idea was to extract and analyze all the high-level defining aspects of this genre, to understand how they can influence and help us refine the Level Design direction we needed to create a deep Deus Ex experience."
 

DraQ

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They had good intentions but the execution was poor. It's good to plan this on paper like they did, I guess, listing different approaches a player can take, but implementing it in such a literal way where you almost just take one of three clearly marked paths is far from ideal. DX1 level design was similar in the way that you also had a couple of approaches you could take, but it was far more "organic" and emerged from the more "natural" level design, it didn't feel like the maps were designed to create the paths for the player, you had to carve them on your own.
:salute:
I fucking hate brofisting your posts.
 
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felipepepe

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Grunker nailed this on his Desu Ex mini-review:

Modern stealth games and Deus Ex-likes make one core mistake in their design. This mistake is the most apparent in Arkane Studio's Dishonored, but it can, in one way or another, be found in almost every stealth game since 2004. They ask you to focus on either stealth or combat.

What made Deus Ex so mind-blowingly awesome, such a hallmark of gaming, is that it asks you to decide, for each single obstacle you face, which approach you want to use. You're not asked to stealth through the whole game even when combat seems a better approach, or to shoot and kill everyone even when creeping through the shadows would be smarter. It doesn't reward you for sticking to a single course of action during the entire game. It lets you decide.

The fun of being a thief, a secret agent or a similar type of character, is using different methods and skills for different obstacles. Having you play through the game three times while using exclusively a single tactic on each playthrough entirely defeats the purpose of having multiple approaches available. Deus Ex understood what each of its spiritual successors has failed to grasp, and for that, I salute it.

I'm replaying HR right now, it really goes out of its way to make you go full stealth. Not only the level design, but stuff like "Ghost" and "No alert" bonus points. That plain out says "either go full stealth, or you are wrong and won't get bonus points".
 

DraQ

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Grunker nailed this on his Desu Ex mini-review:

Modern stealth games and Deus Ex-likes make one core mistake in their design. This mistake is the most apparent in Arkane Studio's Dishonored, but it can, in one way or another, be found in almost every stealth game since 2004. They ask you to focus on either stealth or combat.

What made Deus Ex so mind-blowingly awesome, such a hallmark of gaming, is that it asks you to decide, for each single obstacle you face, which approach you want to use. You're not asked to stealth through the whole game even when combat seems a better approach, or to shoot and kill everyone even when creeping through the shadows would be smarter. It doesn't reward you for sticking to a single course of action during the entire game. It lets you decide.

The fun of being a thief, a secret agent or a similar type of character, is using different methods and skills for different obstacles. Having you play through the game three times while using exclusively a single tactic on each playthrough entirely defeats the purpose of having multiple approaches available. Deus Ex understood what each of its spiritual successors has failed to grasp, and for that, I salute it.

I'm replaying HR right now, it really goes out of its way to make you go full stealth. Not only the level design, but stuff like "Ghost" and "No alert" bonus points. That plain out says "either go full stealth, or you are wrong and won't get bonus points".
:salute:

Although this shit is actually least apparent in Dishonored, as it actually allows effective mixing of stealth and combat.
(Then again, Dishonored is a pretty effective DX-like - mounting springrazors on throwable junk and messing around with all sorts of crazy stunts :love: )
 

Pope Amole II

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I'm replaying HR right now, it really goes out of its way to make you go full stealth. Not only the level design, but stuff like "Ghost" and "No alert" bonus points. That plain out says "either go full stealth, or you are wrong and won't get bonus points".

But that's not really the game's fault - more like the player's. I mean, it's probably not that hard in the first place so do you really need to squeeze every point available? What about just, y'know, saying the big "fuck you" to those points and just playing the game in the most enjoyable manner possible?
 

DraQ

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I'm replaying HR right now, it really goes out of its way to make you go full stealth. Not only the level design, but stuff like "Ghost" and "No alert" bonus points. That plain out says "either go full stealth, or you are wrong and won't get bonus points".

But that's not really the game's fault - more like the player's. I mean, it's probably not that hard in the first place so do you really need to squeeze every point available? What about just, y'know, saying the big "fuck you" to those points and just playing the game in the most enjoyable manner possible?
Then why award them?
Awarding XPs is game's way of codifying desirable behaviour.
 

pippin

Guest
The original Deus Ex still gave you points for exploring different options. The problem is the stealth and alternative paths present in DX felt more natural and logical. When DX gave you alternative options to solve levels, HR was like "oh, DX had alternative paths, so we'll make sure we put this suspicious vent here".
However, as you advance, it becomes really clear the devs of HR wanted you to make one specific build to win the game.
 

Machocruz

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Thread is going into my bookmarks, for when I'm feeling too burned out to once again explain to knobheads why HR's level design isn't as good.

Then why?

The question not asked in modern game design. I asked this of Dying Light: why is there a crafting progress bar if time stands still while you craft? Why is there Bethesda style lockpick breaking in a game built even more around player skill than OB or Skyrim? and there are no classes with which to differentiate those who suck at thieving and break lockpicks and those who don't?
 

Metro

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Their first mistake was bothering to play Invisible War. N-e-wayz, I thought HR was fine for what can be expected in a modern AAA game.
 

felipepepe

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But that's not really the game's fault - more like the player's. I mean, it's probably not that hard in the first place so do you really need to squeeze every point available? What about just, y'know, saying the big "fuck you" to those points and just playing the game in the most enjoyable manner possible?
Of course it's the game's fault, the devs added a reward system that promotes sticking to a single playstyle. More even, why they only reward 100% stealth approaches? There's no reward for killing all enemies in the game. You have "No Alarm" and "Pacifist" Achievements, but not the other way around. That alone should prove that there's a bias towards Stealth.

IMHO, their intention was to made the shooting aspect of it to appeal to popamolers and the stealth one to appeal to old-school fans... so you can play it as a dumb shooter, but the game challenges you to "be smart" and play it stealthy.

Even so, Deus Ex's first level is harder to ghost than anything I saw in HR so far... :?
 

Metro

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Eh, stuff like that never bothered me because it's the more realistic approach and honestly the way more people played DX1 versus straight up guns blazing.
 

Pope Amole II

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Then why award them?
Awarding XPs is game's way of codifying desirable behaviour.

Umm, no. Even if you can argue about it theoretically, it doesn't work practically - for example, let's take Fallout 1-2. Stealing gives you infinite experience if you abuse it like hell - does that mean that the most desirable behaviour there is to steal back and forth from everyone? Hardly. And I can give you a lot more examples like that. To make a quick one - awarding gold also codifies the desirable behaviour. In both Might and Magic VI and VII, you can have infinite gold pretty much from the start of the game. Does that make that behaviour desirable? Don't think so.

Besides, you're not a fucking dog (I hope - otherwise, must be hard to type with the paws). You don't need to be trained by some kind of shitty reward psychology, you should have a mind and opinion of your own. You should think about having fun with the game, not about making it boring for yourself. Another example from the Fallout - grinding deathclaws gives you infinite experience and, as a result, the sniper perk. You absolutely and ultimately don't need either of them to finish the game - the only thing this does is wasting your time. It also makes the endgame way too easy and, thus, boring (not like it was hard in the first place). Yet a shitload of people do this stupid grinding.

But is it a game's fault? No, it's because they can't control themselves. Ooh, a grinding opportunity, let's grind, let's grind, grinding is fun!!! No, it's not. Just relax and play the game how you like it, it's not like you're paid money for those xps.
 
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jcd

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Last edited:

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,377
Location
Hyperborea
As if the design mentality that rewards stealth over everything else is different from that which designs levels with stupidly obvious stealth pathways. 'Remember guys: when all else fails, the answer is vents. Always vents.'
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
So the game designers go out of their way to reward just one playstyle, but we should instead blame the players that want to be rewarded?

That's some high-level apologetic nonsense.

Nope. That's either "from JCD to OCD" or "OCDex" - dunno which one is better.

That's just a shitty approach to the gaming. Which one has to transcend if he wants to squeeze more out of this hobby. I mean, what is the reward of gaming? It's not having max level or good gear or all skills maxed out. It's fun. And fun usually doesn't lie in having all of those - usually, once you have all those that's where the fun ends. And, usually, you have to engage in lots of unfun behaviour to gain all those. So what's the point?

I mean, you're hitting yourself in the balls. It hurts. It gives you the right to boast "I'm a tough guy, I'm taking it like a man", but it hurts a lot. And you also say that the game makes you do that. But it's your own fist that is hitting your own balls - the game has no fists. By your own will - the game is not some kind of brainwashing machine, it can't force you. So why are you hitting yourself in the balls? Stop doing this shit, man, it's bad for your health.
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,159
Location
The Satellite Of Love
One of the things that pissed me off visually in HR (other than the game being soaked in piss) was that most of the areas felt like an adventure playground full of conspicuously-placed cover, endless vents and side passages. Even when the stealth paths were well-done they were still glaring right out at the player, whereas in DX1 places like the VersaLife Building feel like they might actually be real buildings with semi-logical layouts.

Also it's been a while since I played HR but I seem to remember that when you found the stealth path - usually in the form of the entrance to a vent - it was a pretty linear path that the level designers had set up for you with a few guards to dodge (or do the ridiculous over-the-top takedowns on), a few more vents to crawl through and the occasional use-the-cover-system-to-slip-by-everyone section. DX1, from what I remember, didn't have many clear paths to follow and you had to constantly survey the area and change your approach if you wanted to go undetected.
 

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