World Design for Different Player Types

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  • เผยแพร่เมื่อ 28 มี.ค. 2021
  • In this 2019 GDC Level Design Workshop session, Bungie's Raylene Deck digs into practical ways to build game worlds that your players will love.
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ความคิดเห็น • 29

  • @donmarelio
    @donmarelio 3 ปีที่แล้ว +20

    Good talk that gives a nice overview of some fundamental open world design principles and pitfalls! Always fun to hear from a veteran that has worked on several big projects. :)

  • @davecharlton6380
    @davecharlton6380 ปีที่แล้ว +1

    Great talk! The section on shared worlds that feel friendly was particularly useful. Thank you!

  • @JulianTunru
    @JulianTunru 3 ปีที่แล้ว +5

    One of my favourite talks so far, too!

  • @subbu6572
    @subbu6572 3 ปีที่แล้ว +7

    very nice talk. Also, she's so humble.

  • @adhdgamedevlog
    @adhdgamedevlog 3 ปีที่แล้ว +4

    Awesome talk, thanks !

  • @madturtle84
    @madturtle84 3 ปีที่แล้ว +5

    Nice talk. Love the public events in Destiny 2

  • @imshowred1062
    @imshowred1062 2 ปีที่แล้ว +1

    Wow i can see how as a game designer id constantly just be thinking to myself "No you're just playing it wrong" game design is hard

  • @BlueGuitarMusic
    @BlueGuitarMusic 3 ปีที่แล้ว +8

    I can't believe the whole crowd didn't cheer at the resume in the beginning, dragon age and mass effect get just one woo?! Crazy world

    • @nomindseye
      @nomindseye 3 ปีที่แล้ว +6

      To be fair, those were the worst games in the franchises, unless we count Andromeda. So, yes, AAA titles, but not exactly the most legendary choices.

  • @phlegios
    @phlegios 3 ปีที่แล้ว +3

    Nice talk; I even participated in various surveys on quantic foundry's site. Cool stuff.

  • @bencourtemanche
    @bencourtemanche 3 ปีที่แล้ว

    Good vid

  • @Music_Engineering
    @Music_Engineering 3 ปีที่แล้ว +13

    That's some resume 😳

  • @ric4746
    @ric4746 3 ปีที่แล้ว

    That was a very great talk !

  • @bizziel
    @bizziel 3 ปีที่แล้ว +2

    I really enjoyed the distinction between different player types and designing the different systems in the world around them. But how do you know if player types like or dislike a certain new system without testing?

    • @mdd4296
      @mdd4296 2 ปีที่แล้ว +1

      approximate based on their preference, experience and feedback from QA/testers.

  • @azfaru4367
    @azfaru4367 3 ปีที่แล้ว +4

    i swear to god i can be a game designer from watching all these talks. hire me bungie.

  • @ZooDinghy
    @ZooDinghy 3 ปีที่แล้ว +35

    Crunch. Isn't it interesting how normal this term has become? This is the reason why I could never work in this industry.

    • @Butch989
      @Butch989 3 ปีที่แล้ว +13

      I wish companies wouldn't push it, I wish devs wouldn't stand for it, and most importantly I wish consumers would lower their expectations and be more forgiving with bugs and amount of content

    • @360dom360
      @360dom360 3 ปีที่แล้ว +5

      @@Butch989 I don't believe customers should accept bugs to reduce crunch. That would just mean a shorter dev cycle with the same amount of crunch. It's possible to release a relatively bug free game without crunch. It just means a longer dev cycle and less profit in the publishers hands.
      We should not purchase games where crunch has been used to finalize the game.

    • @John-996
      @John-996 2 ปีที่แล้ว

      @@360dom360 but how do you make a goty game without crunch?

    • @360dom360
      @360dom360 2 ปีที่แล้ว +5

      @@John-996 limiting scope creep, longer deadlines, more flexibility with moving deadlines, etc

    • @tymondabrowski12
      @tymondabrowski12 2 ปีที่แล้ว +2

      @@John-996 isn't it obvious though?if during crunch devs worked 2x the amount of hours per week, for let's say 3 months, then it means that they either needed 6 normal months to finish the game or they needed 2x the amount of developers during those 3 months. In practice you'd find that a well-rested people work more efficiently, so you'd need only let's say 1.5x developers or time.
      But also in practice, it's more of a fault of bad planning and scope creep (or just not limiting the scope when you see the time is tight... or worse, not seeing that the time is tight). And thinking that the developers' time is flexible and you can just make them work more (= too much) if the plan is too big for normal hours.
      There are plenty of other industries which manage to do great stuff without overworking.
      It's just CEO's greed and not caring for the enployees which pushes for earlier (impossible) deadlines and not hiring more people (I know that involving more people takes soke time so it needs to be planned and calculated beforehand, too).

  • @ZBeansUncut
    @ZBeansUncut 5 หลายเดือนก่อน

    The thing that put me off destiny is that it doesn't explain to the player what the game is and what you need to do. I spent ages wandering around and not getting it. Too many games forget that some of their audience is new to a franchise that's why Mass Effect 2s game design is still fabulous.

  • @brannonharris4642
    @brannonharris4642 3 ปีที่แล้ว +9

    When defining world design within the context of games, we should have a clear or clearly implied distinction between world building and level playability. Or else we are just conjoined with film and books with process and technique. Which we are to some degree, but then definitely not to some others. Somewhere along that line of thought lies the definition for World Design in games. Not what was was shallowly presented in the beginning of this talk.

  • @nomindseye
    @nomindseye 3 ปีที่แล้ว +14

    Lol. Feedback said that the players were overwhelmed by "content" in Dragon Age Inquisition. Yeees, the thousand and one meaningless cookie cutter MMORPG style farming content. I don't think the amount of "content" was the problem more that the presentation and inability to distinguish the generic side quests from the generic main quests.

  • @_devcat3919
    @_devcat3919 3 ปีที่แล้ว +3

    First!!!!