0:00:04.280,0:00:08.740 Imagine a version of Bioshock without cutscenes. 0:00:08.740,0:00:12.030 Without Andrew Ryan’s bathysphere Powerpoint. 0:00:12.030,0:00:13.730 Without Atlas yapping in your ear. 0:00:13.730,0:00:17.180 And without those juicy audio diaries. 0:00:17.180,0:00:21.680 Do you think players would still understand[br]what the game was all about? 0:00:21.680,0:00:25.560 Well, I think they’d actually have a pretty[br]good idea. 0:00:25.560,0:00:29.269 Because all you have to do is look at your[br]surroundings. 0:00:29.269,0:00:33.870 The game is set in a massive city at the very[br]bottom of the ocean. 0:00:33.870,0:00:39.820 One clearly made for those in high society,[br]considering the fancy bars, apartment complexes, 0:00:39.820,0:00:40.960 and theatre districts. 0:00:40.960,0:00:45.500 And it’s a place built on lofty philosophical[br]ideals. 0:00:45.500,0:00:48.660 But it’s also a place of ruin and despair. 0:00:48.660,0:00:51.280 There was obviously a moment of downfall. 0:00:51.280,0:00:56.100 Some people split into violent factions, and[br]others just lost their minds. 0:00:56.100,0:01:01.010 And this all went down on New Year’s Day,[br]1959. 0:01:01.010,0:01:06.530 Bioshock is a wonderful example of how a game’s[br]environment can be an effective method of 0:01:06.530,0:01:07.530 storytelling. 0:01:07.530,0:01:12.340 And how embedding narrative elements into[br]the very spaces and places that we visit throughout 0:01:12.340,0:01:17.189 the game, can speak just as loudly as more[br]traditional forms of storytelling. 0:01:17.189,0:01:21.979 And that is exactly what this episode of Game[br]Maker’s Toolkit is all about. 0:01:21.979,0:01:26.700 In this video I’m going to focus on three[br]ways that the environment can be used for 0:01:26.700,0:01:33.549 storytelling - and talk about how level design[br]can drive our understanding, feeling, and identity. 0:01:33.549,0:01:37.499 Starting, with understanding. 0:01:37.499,0:01:44.700 So the signs, stiffs, and scribbles in Bioshock[br]are examples of “environmental storytelling” 0:01:44.700,0:01:50.200 - the use of set dressing to create small,[br]optional, and self-contained vignettes. 0:01:50.200,0:01:55.159 Like warnings written in blood, or the many,[br]many skeletons in the Fallout games, who have 0:01:55.159,0:02:00.509 been deliberately posed by the game’s designers[br]to suggest humorous or melancholy ways that 0:02:00.509,0:02:01.900 people have died. 0:02:01.900,0:02:07.579 The term was first coined, as far as I can[br]tell, by former Disneyland designer Don Carson, 0:02:07.580,0:02:13.860 who wrote an influential article in 2000 about[br]what game developers can learn from theme parks. 0:02:13.860,0:02:19.340 The term was then made even more popular in[br]a GDC talk by Harvey Smith and Matthias Worch, 0:02:19.340,0:02:24.220 where they described the technique as “staging[br]player-space with environmental properties 0:02:24.220,0:02:30.240 that can be interpreted as a meaningful whole,[br]furthering the narrative of the game”. 0:02:30.240,0:02:35.660 The cool thing about environmental storytelling[br]is that it requires a certain level of deductive 0:02:35.660,0:02:39.990 reasoning, as we connect up details to create[br]an overall story. 0:02:39.990,0:02:45.530 We use investigative and archaeological skills[br]to determine relationships, cause and effect, 0:02:45.530,0:02:46.580 and history. 0:02:46.580,0:02:52.420 This makes us an active participant in the[br]storytelling process, and not just a passive viewer. 0:02:52.420,0:02:56.340 Plus, if you just want to focus on the [br]shooty stuff, you can do that 0:02:56.340,0:02:58.760 without the story getting in your way. 0:02:58.760,0:03:03.260 For the most part, environmental storytelling[br]is about static objects - but it can also 0:03:03.260,0:03:08.200 stretch to things like overheard conversations,[br]animations happening in the level, and of 0:03:08.200,0:03:14.730 course… text, in things like books, item[br]descriptions, scans, notes, and emails. 0:03:14.730,0:03:19.330 And while it is generally used to describe[br]what happened before you even got to a space, 0:03:19.330,0:03:24.400 it can also be used as a way of highlighting[br]how your actions have impacted the environment 0:03:24.400,0:03:26.610 in the time since you visited. 0:03:26.610,0:03:32.490 So if you kill a shop keeper in Deus Ex: Mankind[br]Divided, later in the game the shop will be 0:03:32.490,0:03:36.620 a police crime scene, and then permanently[br]closed to the public. 0:03:36.620,0:03:41.231 It’s also worth noting that environmental[br]storytelling isn’t just for narrative, but 0:03:41.231,0:03:42.960 can have gameplay uses too. 0:03:42.960,0:03:48.630 A saw blade stuck in a sliced-up zombie suggests[br]using these saws with your Gravity Gun to 0:03:48.630,0:03:49.830 defeat enemies. 0:03:49.830,0:03:54.450 An enemy fried on a fence warns us about the[br]dangers of touching it. 0:03:54.450,0:03:58.220 Maps and signage can help us navigate complex[br]spaces. 0:03:58.220,0:04:01.980 And props can suggest puzzle hints in a non-intrusive[br]way. 0:04:08.580,0:04:09.860 But here’s the thing. 0:04:09.860,0:04:13.900 “Environmental storytelling” - if we’re[br]using the term specifically to mean those 0:04:13.900,0:04:20.590 micro-narrative vignettes - is just one part of[br]a larger structure of using the environment 0:04:20.590,0:04:21.819 to suggest narrative. 0:04:21.819,0:04:24.879 It’s the high level stuff. 0:04:24.879,0:04:28.270 Below that, then, is the individual places[br]in a game. 0:04:28.270,0:04:33.449 You know, a farmer’s market, a bar, a medical[br]pavilion, and a theatre district. 0:04:33.449,0:04:36.650 And beyond that, the individual rooms in those[br]zones. 0:04:36.650,0:04:42.889 That’s the medium level, which might be[br]most accurately called, well, level design. 0:04:42.889,0:04:48.660 And this can also be used for narrative because[br]things like architecture, layout, materials, 0:04:48.660,0:04:52.960 and scale can tell us a lot about the people[br]who use those spaces. 0:04:52.960,0:04:59.219 For example, in Dishonored 2’s Dust District,[br]the level designers at Arkane use verticality 0:04:59.219,0:05:03.909 to show how the working class are literally[br]underneath the people in power. 0:05:03.909,0:05:09.729 And the sheer opulence of Talos I in Prey[br]tells a very different story about its use, 0:05:09.729,0:05:14.159 compared to the more utilitarian Sevastopol[br]in Alien Isolation. 0:05:14.159,0:05:19.800 And this also provides gameplay hints, too:[br]like in Lord Bafford’s Mansion in Thief, 0:05:19.800,0:05:23.909 where all the gold is naturally found in the[br]lord's chambers - but there’s little of 0:05:23.909,0:05:26.569 value in the servant’s quarters. 0:05:26.569,0:05:31.210 By making the place a believable location,[br]the player can use real-world knowledge to 0:05:31.210,0:05:33.550 help orient themselves in the space. 0:05:33.550,0:05:38.020 Of course, one big challenge of making spaces[br]where people can actually live or work, is 0:05:38.020,0:05:42.490 crafting locations that can actually logically[br]exist with all the bedrooms, bathrooms, kitchens, 0:05:42.490,0:05:45.240 and so on to support hundreds of people. 0:05:45.240,0:05:50.510 I asked the IO Interactive designers[br]about this when I did my Hitman 2 video and 0:05:50.510,0:05:56.020 they said they focus on levels that are “credible”,[br]which means the level meets your basic expectations 0:05:56.020,0:06:00.300 for how a space works - but it doesn’t have[br]to make perfect sense. 0:06:00.300,0:06:06.330 To finish off our pyramid, we need the low[br]level - which is the overall setting of the world. 0:06:06.330,0:06:11.240 This is world building, and is where the developers[br]and narrative designers set things like the 0:06:11.240,0:06:15.620 factions, the major plot points for the world’s[br]history, and the main players in the story. 0:06:15.620,0:06:20.819 All three parts of this structure should work[br]in concert, and - ideally - ideas should echo 0:06:20.819,0:06:22.470 up and down the stack. 0:06:22.470,0:06:26.169 Here’s an example of that working in practice. 0:06:26.169,0:06:31.860 In Deus Ex: Mankind Divided, the low level[br]setting is a futuristic Prague where augmented 0:06:31.860,0:06:35.790 humans face oppression from those without[br]modifications. 0:06:35.790,0:06:40.740 This is represented in the mid level by places[br]like train stations with different cars for 0:06:40.740,0:06:46.669 naturals and augs, and a slum-like city where[br]augs are kept in dire conditions. 0:06:46.669,0:06:52.129 And then the smaller narrative moments on[br]the high level also talk about oppression and 0:06:52.129,0:06:57.690 racism, though anti-aug graffiti, and emails[br]about being kicked out of the capital. 0:06:57.690,0:07:03.800 Every level is talking about the same theme[br]- from a grand, systemic level on the high level, to 0:07:03.800,0:07:07.490 to more intimate and specific stories on the low level. 0:07:07.490,0:07:12.490 Of course, easter eggs and moments of humour[br]are fine too - but storytelling like this 0:07:12.490,0:07:18.620 is at its best when all aspects are marching[br]towards the same thematic goal. 0:07:18.620,0:07:22.849 This can be quite challenging in practice[br]because, on many large games, each level is 0:07:22.849,0:07:25.319 looked after by a completely different person. 0:07:25.319,0:07:29.370 So it’s vitally important for teams to come[br]together to make sure the vision is being 0:07:29.370,0:07:31.980 shared across the game as a whole. 0:07:34.490,0:07:39.420 So designers can use world building, level[br]design, and environmental storytelling to 0:07:39.439,0:07:43.650 convey literal and specific information about[br]the world and its inhabitants. 0:07:43.650,0:07:49.279 But, the design of a world can also be used[br]in a more evocative and emotional sense. 0:07:49.279,0:07:54.139 Game designers can use things like scale,[br]shape, and colour to evoke certain feelings 0:07:54.139,0:07:55.139 in the player. 0:07:55.139,0:08:02.169 Here’s Naughty Dog level designer Emilia[br]Schatz talking about how she did this in Uncharted 4 0:08:02.169,0:08:06.779 EMILIA: “If i want to have the player feel[br]triumphant at the end and scared towards the 0:08:06.779,0:08:11.080 beginning, I might make the environment create[br]a lot of pressure on the player. 0:08:11.080,0:08:17.060 I might make the ceiling very low, might make[br]the walls come in, so you feel tight and constrained. 0:08:17.060,0:08:23.430 And eventually as we get to the end of the[br]level, bring you out way into the open and 0:08:23.430,0:08:25.389 give you this giant vista”. 0:08:25.389,0:08:31.129 The shape of the cave doesn’t give us any[br]further understanding of the backstory in Uncharted. 0:08:31.129,0:08:33.479 It’s just a cave, after all. 0:08:33.479,0:08:38.310 Instead, it creates emotion - which helps[br]the player better understand how the character 0:08:38.310,0:08:39.310 is feeling. 0:08:39.310,0:08:43.139 Here’s a good example of just that in the[br]most recent God of War. 0:08:43.139,0:08:48.620 The story beat is that Kratos starts to panic[br]because Atreus has run off and may be in danger. 0:08:48.620,0:08:53.269 Here’s how the designers manipulate the[br]environment to ensure that you, as the player, 0:08:53.269,0:08:54.930 also feel this sense of tension. 0:08:54.930,0:08:58.639 So, the space constricts to narrow pathways. 0:08:58.639,0:09:01.899 There are dead ends, forcing you to turn around[br]and backtrack. 0:09:01.899,0:09:05.310 Your visibility is reduced thanks to a thick[br]grey fog. 0:09:05.310,0:09:09.130 And the final squeeze between rocks completely[br]slows Kratos down. 0:09:09.130,0:09:14.250 It’s only when you get through that the[br]world opens up, the fog lifts, and colour 0:09:14.250,0:09:18.920 returns, letting you know that Atreus is safe[br]and that this mysterious person is probably 0:09:18.920,0:09:22.630 not there to hurt you or your boy. 0:09:22.630,0:09:24.470 Or take the original Portal. 0:09:24.470,0:09:29.430 The first half of the game takes place in[br]a test lab, and the second half has you escaping 0:09:29.430,0:09:33.860 from an evil AI and darting through a maintenance[br]area. 0:09:33.860,0:09:37.647 This dramatic shift in the game’s story[br]is emphasised through 0:09:37.647,0:09:39.820 all sorts of environmental choices. 0:09:39.820,0:09:43.350 The lab is white, sterile, and lacking in[br]detail. 0:09:43.350,0:09:49.380 The maintenance area is bathed in warmer orange[br]tones, and looks lived in and used. 0:09:49.380,0:09:55.070 In a talk in 2017, former Crystal Dynamics[br]art designer Brian Horton talks about this 0:09:55.070,0:09:57.020 part in the Tomb Raider reboot. 0:09:57.020,0:10:02.730 At the start, Lara is low down, with the environment[br]bearing down from above her. 0:10:02.730,0:10:06.199 Everything is plunged in an ominous dark green[br]colour. 0:10:06.199,0:10:10.209 As you become level with the environment,[br]the colours begin to lighten up. 0:10:10.209,0:10:15.270 And then as you climb, you’re actually high[br]above the level, and Lara is bathed in a warm, 0:10:15.270,0:10:16.810 orange sunlight. 0:10:16.810,0:10:22.240 Her journey of survival - from a point of[br]despair to a point of hope - is emphasised 0:10:22.240,0:10:24.540 through the level design. 0:10:24.540,0:10:29.970 As a practical method of achieving this, I[br]want to point to a GDC talk by former BioWare 0:10:29.970,0:10:35.130 level designer Dave Feltham who talks about[br]two tools they used when making the levels 0:10:35.130,0:10:40.440 for Mass Effect 3: Emotion Charts and Intensity[br]Charts. 0:10:40.440,0:10:45.670 So the level in question is set on the planet[br]Tuchanka, and involves providing a cure for 0:10:45.670,0:10:50.220 the Genophage - a biological weapon deployed[br]against the Krogan. 0:10:50.220,0:10:55.319 The level sees you landing at the hollows,[br]driving towards the shroud tower, having your 0:10:55.319,0:11:01.080 convoy get blown up, sneak through some catacombs,[br]pop up in the city, take down your first reaper, 0:11:01.080,0:11:04.940 and - well - I won’t spoil the mission anymore[br]than that. 0:11:04.960,0:11:08.340 So the designers broke the level down into[br]a bunch of sections. 0:11:08.340,0:11:12.620 They then decided what theme needed to be[br]represented in each part. 0:11:12.620,0:11:16.410 And then decided what emotion the player should[br]feel at that time. 0:11:16.410,0:11:20.769 Finally, they used environment design to evoke[br]those emotions. 0:11:20.769,0:11:26.329 For example, in the pre-crash you should feel[br]a sense of hope and confidence about defeating 0:11:26.329,0:11:27.329 the reaper. 0:11:27.329,0:11:31.529 So there’s a huge convoy of vehicles at[br]your back to make you feel strong, and the 0:11:31.529,0:11:34.639 Krogan are happily lazing about to suggest[br]nonchalance. 0:11:34.639,0:11:37.759 After the crash, you should feel a sense of[br]chaos. 0:11:37.759,0:11:41.899 So there’s flames, explosions, and your[br]convoy is destroyed. 0:11:41.899,0:11:46.279 In the catacombs, you should feel a sense[br]of mystery - which is driven by the statues 0:11:46.279,0:11:51.690 and murals of ancient Krogan life, And then[br]the triumphant reveal of the city is supposed 0:11:51.690,0:11:57.129 to make you feel awe at what the Krogan empire[br]grew to become before the Genophage. 0:11:57.129,0:12:00.410 And make you feel guilty if you were planning[br]to betray them. 0:12:00.410,0:12:06.740 The contrast from the dark catacombs to the[br]open city emphasises the reveal. 0:12:06.740,0:12:11.250 Finding the right environmental tricks to[br]convey the necessary emotion can be tough, 0:12:11.250,0:12:14.100 but here’s how a few other games have done[br]it. 0:12:14.100,0:12:19.860 Half Life 2 creates a feeling of oppression[br]through claustrophobic corridors, tall buildings, 0:12:19.860,0:12:22.040 cages, and security cameras. 0:12:22.040,0:12:27.250 PT creates fear by asking you to repeatedly[br]turn the same corner, but you’re never sure 0:12:27.250,0:12:29.030 what will be on the other side. 0:12:29.030,0:12:34.449 It’s important to note that these environmental[br]choices have to gel with the game’s mechanics, 0:12:34.449,0:12:35.449 though. 0:12:35.449,0:12:40.170 For example, in a horror game, darkness is[br]obviously intended to evoke feelings of fear. 0:12:40.170,0:12:45.560 But in a stealth game, darkness might actually[br]provide feelings of power and safety. 0:12:45.560,0:12:50.379 After picking the environmental details, BioWare[br]uses intensity charts. 0:12:50.379,0:12:56.720 Basically, the designers have a desired intensity[br]level - hoping for low moments for story beats, 0:12:56.720,0:12:58.470 and high moments for combat. 0:12:58.470,0:13:04.100 But this has to be checked against play-testers[br]who describe how intense each area feels. 0:13:04.100,0:13:07.339 If the chart is off, changes must be made. 0:13:07.339,0:13:12.770 For example, the catacombs initially had enemies[br]- but fighting monsters by torchlight was 0:13:12.770,0:13:18.079 found to be extremely intense, and pulled[br]away from the intended feeling, so the monsters 0:13:18.079,0:13:20.610 were scrapped to bring the level in line. 0:13:20.610,0:13:25.949 Also, a cutscene of friendly bombers was added[br]on the road towards the reaper, just to give 0:13:25.949,0:13:28.910 the player slightly more hope that they might[br]win. 0:13:28.910,0:13:33.560 The ultimate goal for BioWare was to create[br]a mission that matches a sort of typical three 0:13:33.560,0:13:34.860 act structure. 0:13:34.860,0:13:40.930 With rising action, a low moment of despair,[br]and a final climb to victory. 0:13:40.930,0:13:46.230 This three act structure is used wonderfully[br]by 2D platformer Celeste, where the actual 0:13:46.230,0:13:49.879 topology of your climb mirrors that graph. 0:13:49.879,0:13:54.810 Level after level you climb higher up the[br]mountain, hitting small set-backs and climb-downs 0:13:54.810,0:13:57.389 but ultimately heading forever upwards. 0:13:57.389,0:14:02.589 That is until the stage Reflections which[br]sends you plummeting back down to the base. 0:14:02.589,0:14:09.189 The story’s lowest point is also the environment’s[br]lowest point. 0:14:09.189,0:14:14.100 If there’s one game that truly uses the[br]environment to tell a story, though, it’s Journey. 0:14:14.100,0:14:18.500 It uses moments when you’re climbing to[br]evoke feelings of strength and progression, 0:14:18.500,0:14:23.120 and moments where you’re plummeting down[br]to create a sense of loss and hopelessness. 0:14:23.120,0:14:28.279 And notice how the team at thatgamecompany[br]uses colour to express different sensations 0:14:28.279,0:14:34.440 - orange for the calm mystery of the desert,[br]dark green for the spooky underground graveyard, 0:14:34.440,0:14:39.079 white for the biting cold, and bright blue[br]for the moment of rebirth. 0:14:39.079,0:14:43.930 This game doesn’t need any words to tell[br]you what to feel, because the environment 0:14:43.930,0:14:45.180 says it all. 0:14:47.080,0:14:52.800 The final thing I want to touch on, is the[br]way environments influence our identity. 0:14:52.800,0:14:58.340 Video games typically put us into the shoes[br]of a character, and ask us to perform as they would. 0:14:58.340,0:15:03.580 As players, we’re constantly looking for[br]clues as to what sort of person we are inhabiting, 0:15:03.589,0:15:07.889 and what sort of actions will be expected,[br]permitted, and punished. 0:15:07.889,0:15:12.800 Of course, the heavy lifting is done by the[br]available mechanics, the way systems react 0:15:12.800,0:15:17.940 to our choices, and our preconceived notions[br]from the marketing and genre norms. 0:15:17.940,0:15:21.910 But the environment can also play a large[br]part in this. 0:15:21.910,0:15:27.640 For example, in the original Bioshock I found[br]it easy to murder people and steal from cash 0:15:27.640,0:15:29.399 registers and safes. 0:15:29.399,0:15:34.220 Whereas in Bioshock Infinite, i found these[br]actions a lot less comfortable. 0:15:34.220,0:15:39.470 A large part of this comes from the fact that[br]Bioshock’s Rapture is in ruins, and the 0:15:39.470,0:15:43.370 only people around are insane, bloodthirsty[br]splicers. 0:15:43.370,0:15:48.319 Bashing their skulls in and looting everything[br]I can fit in my pockets just makes sense. 0:15:48.319,0:15:52.999 Infinite’s Columbia, on the other hand,[br]is still a semi-functioning society when you 0:15:52.999,0:15:56.580 get there, with working shops and innocent[br]citizens. 0:15:56.580,0:16:01.709 So violence and robbery just makes less sense[br]in that environment. 0:16:01.709,0:16:06.839 Back down on Earth, the Hitman developers[br]use this technique to subtly explain 0:16:06.839,0:16:09.509 how the world will react to your presence. 0:16:09.509,0:16:15.120 It’s often pretty obvious which areas you[br]can casually stroll into, because of our understanding 0:16:15.120,0:16:18.180 of real-world social behaviours and rules. 0:16:18.180,0:16:22.850 This comes from a GDC talk by IO developer[br]Mette Andersen who says “when 0:16:22.850,0:16:27.700 we design these spaces, we’re designing[br]rules of behaviour and we’re designing something 0:16:27.700,0:16:31.850 that’s going to tap into your knowledge[br]of ‘how should I be in this space?’”. 0:16:31.850,0:16:36.529 Mette splits the world into public spaces,[br]which are available from the get go and explorable 0:16:36.529,0:16:37.920 in any costume. 0:16:37.920,0:16:43.499 And private spaces, which require some ingenuity[br]to enter, and a costume to stay hidden. 0:16:43.499,0:16:49.579 She then splits those further into sub categories,[br]where social rules go from vague to strict. 0:16:49.579,0:16:56.370 The best levels in Hitman, says Mette, incorporate[br]a rich mix of these area types. 0:16:56.370,0:17:01.560 So video game environments can be a staggeringly[br]effective medium for storytelling. 0:17:01.560,0:17:05.650 Whether they’re telling stories about events[br]that happened before your arrival, giving 0:17:05.650,0:17:10.630 clues about the people who live there, evoking[br]emotions through architecture, or providing 0:17:10.630,0:17:15.720 context for player identity, these spaces[br]can speak volumes. 0:17:15.720,0:17:20.760 Let me know your favourite examples of storytelling[br]through the environment, in the comments down below. 0:17:24.640,0:17:26.880 Hi, thanks for watching. 0:17:26.880,0:17:32.630 As you might have noticed, this is a re-uploaded[br]version of a previous video. 0:17:32.630,0:17:37.549 Unfortunately, that video was labelled as[br]not age-appropriate, because of some of the 0:17:37.549,0:17:43.570 examples I gave - and so the video had a big[br]scary warning before you could watch. 0:17:43.570,0:17:48.529 Ultimately, I want my channel to be accessible[br]to as many people as possible, and so I’m 0:17:48.529,0:17:53.059 going to work hard in future to make sure[br]my stuff is suitable for a general audience. 0:17:53.059,0:17:57.960 I’m still going to talk about shooting people,[br]because, hey, my channel’s about video games. 0:17:57.960,0:18:05.660 But, still, I’ll take care not to slip into[br]gratuitous depictions of violence and other icky stuff. 0:18:05.660,0:18:10.000 If the original video made you feel uncomfortable,[br]then I do apologise.