Arkane’s process of fitting the framework of immersive sim design around a cast of five playable characters (players start with access to just one and unlock the rest during play) was also tricky, as one of the core selling points of a game like Prey is a player’s ability to customize their abilities to suit their playstyle.
In
Mooncrash each character has a much narrower set of unlockable skills, a design decision Wilson says was made in order to help players quickly grasp what a character does and how.
“Each character was focused so the player could make informed decisions,” said WIlson. “All the smaller trees, they have enough wiggle room for the player to express themselves, but they were also heavily themed so the player could make informed decisions.”
The studio also hoped that providing multiple playable characters with narrow proficiencies would encourage players to try out different playstyles. Wilson gave a quick shoutout to Suspicious Developments’
Heat Signature as a great example of a game that does this well.
“We wanted the fresh start of a roguelike, where you can try new things without the fear of mistakes,” said Wilson. “So we introduced this concept of resetting the simulation.”
But there’s still a level of persistence between simulation resets, in the form of “simulation score” points the player earns while playing which can then be spent to modify the simulation in future runs. Wilson says Arkane fell in love with this aspect of roguelike design, in part because of the sense of “playing a co-op game with yourself” that it can foster in
Mooncrash.
As you might expect, he also notes that
Mooncrash wound up being much easier than
Prey for players to jump into and out of or play through multiple times.
“When you look at a game that’s 15 hours long, and there are choices to be made in the middle...it’s possible the player can come back to that game without remembering what those choices were,” said Wilson. “If you’ve got a shorter game, players are more likely to remember those choices in the time it takes to get back to that choice, and they’re more likely to play your game more times to see those different outcomes.”
However he cautions that if the choices are too subtle and organic (something Wilson says Arkane struggled with on the
Dishonored games), players can often barge through them without realizing they’ve made a significant choice at all.
Keeping the game feeling fresh run after run after run after...
“To address these issues in
Mooncrash we adopted a more roguelike approach, and so we wanted to shorten the replay loops,” said Wilson. “One problem this model can cause, however, is boredom from repetition.”
To deal with that, Arkane built multiple starting locations into the game, “so when a new character started, they’d start in a different location than a previous character, but in the same level.”
This helped keep level load times low during runs, but also wound up helping players feel more familiar and comfortable with the game during character shifts.
To keep players from getting bored of seeing the same areas and enemies time after time, Wilson says "we dipped our toes into random content generation...but rather than focusing on the amount of variability we could offer, we tried to focus on meaningful variability.”
“In
Mooncrash, one of the ways we tackled this is through what we called hazard channels,” he explained. The team created five different “hazard channel” states (irradiated, on fire, etc.) which could be assigned (in mix-n-match chunks) to random parts of the level, and even layered atop each other, when the simulation resets.
“The spaces can be recontextualized meaningfully for the player,” Wilson explained. “Now you have to decide if you want to find another way around, or use your tools.”
These hazard channels also had the welcome side effect of injecting variety into the game’s look and design, helping the moon base feel less stale as players progress through the game.
If you’re interested in building levels like this, Wilson cautions that Arkane found that “chunkiness” in
Mooncrash’s randomization systems would lead to boring, “same-y” level layouts.
Another slide from Wilson illustrating how randomizing systems that output levels and other assets in small, homogenous "chunks" can give you a lot of levels that feel same-y, even though they're totally unique
“Another way to add variety to the game was the corruption meter,” said Wilson. “This kept the player from hanging around in the game, and pushes them to accomplish their goals.”
It was inspired partly by the way
Risk of Rain's difficulty steadily increases over time, as well as the ghost that appears when players spend too long on a stage of
Spelunky.
“We like how….it pushes the player forward to reach their goals,” said WIlson. “This was one of the more contentious decisions we made, actually; a lot of people felt it went against the explorability of our games.”
Arkane tried to temper the pressure of the corruption meter by adding in a consumable item players can use to reset the meter, but Wilson said it was still a contentious system to implement.
Why DLC is a great opportunity for your team to experiment and expand on ideas
“One of the first drafts of
Mooncrash was basically just opening up the Talos space station map form the first game and adding escape routes,” said Wilson. “
Mooncrash ended up being much more lightweight, but the base concept of an escape game appealed to us.”
There are a number of different escape routes in the game, some of which require multiple characters to “work together” between playthroughs to unlock them.
“The differences add very deliberate choices for the player,” said Wilson. “There are lots of choices the player has to deal with, and not only do you have to decide which escape route is most opportune for the character you’re currently playing, you have to think of the characters down the line.”
Once Arkane had this in place Wilson says the studio decided to add in a reward for players who get all five characters off the base without resetting, in order to further tie together the various roguelike elements into a larger puzzle.
“We wanted to incorporate this because it turns the game into this puzzle box, where you have to consider the strength of the characters, the complexity of the escapes, and the order you want to perform them in...as well as the difficulty ratcheting up as the player spends more time in the simulation.”
“Our big takeaway from this project is that you should be willing to break from tradition, if you're given the opportunity. DLC is a fertile ground for that, and even if you’re not successful, if your studio is still oen, you can bring some of the lessons learned back to your next core project.”
“I don’t think, at the end of the day, that
Mooncrash is the future of immersive sims,’ Wilson concluded. “But I do think it’s a future for immersive sims.”
BONUS Q&A
Asked after the panel about any regrets he had about
Mooncrash, Wilson added that "If we had had the budget, I think it would have been cool to redo the moon base for every different character's vignette; that would've been cool. If we had the budget."
When another GDC attendee asked about how Arkane decides what systems, mechanics, and items to build into its games, Wilson said "in general, the mechanics, the game objects, we look to see how many systems they can interact with themselves...and then a lot of the time stuff bubbles up through iteration."
"There are some rare cases where like okay, these two things interact in a way we can't support because there are then expectations that cascade out of this, so we have to cut it off," he added. "But in general, the more the merrier. QA loves that."