< Return to Video

How Level Design Can Tell a Story | Game Maker's Toolkit

  • 0:04 - 0:09
    Imagine a version of Bioshock without cutscenes.
  • 0:09 - 0:12
    Without Andrew Ryan’s bathysphere Powerpoint.
  • 0:12 - 0:14
    Without Atlas yapping in your ear.
  • 0:14 - 0:17
    And without those juicy audio diaries.
  • 0:17 - 0:22
    Do you think players would still understand
    what the game was all about?
  • 0:22 - 0:26
    Well, I think they’d actually have a pretty
    good idea.
  • 0:26 - 0:29
    Because all you have to do is look at your
    surroundings.
  • 0:29 - 0:34
    The game is set in a massive city at the very
    bottom of the ocean.
  • 0:34 - 0:40
    One clearly made for those in high society,
    considering the fancy bars, apartment complexes,
  • 0:40 - 0:41
    and theatre districts.
  • 0:41 - 0:46
    And it’s a place built on lofty philosophical
    ideals.
  • 0:46 - 0:49
    But it’s also a place of ruin and despair.
  • 0:49 - 0:51
    There was obviously a moment of downfall.
  • 0:51 - 0:56
    Some people split into violent factions, and
    others just lost their minds.
  • 0:56 - 1:01
    And this all went down on New Year’s Day,
    1959.
  • 1:01 - 1:07
    Bioshock is a wonderful example of how a game’s
    environment can be an effective method of
  • 1:07 - 1:08
    storytelling.
  • 1:08 - 1:12
    And how embedding narrative elements into
    the very spaces and places that we visit throughout
  • 1:12 - 1:17
    the game, can speak just as loudly as more
    traditional forms of storytelling.
  • 1:17 - 1:22
    And that is exactly what this episode of Game
    Maker’s Toolkit is all about.
  • 1:22 - 1:27
    In this video I’m going to focus on three
    ways that the environment can be used for
  • 1:27 - 1:34
    storytelling - and talk about how level design
    can drive our understanding, feeling, and identity.
  • 1:34 - 1:37
    Starting, with understanding.
  • 1:37 - 1:45
    So the signs, stiffs, and scribbles in Bioshock
    are examples of “environmental storytelling”
  • 1:45 - 1:50
    - the use of set dressing to create small,
    optional, and self-contained vignettes.
  • 1:50 - 1:55
    Like warnings written in blood, or the many,
    many skeletons in the Fallout games, who have
  • 1:55 - 2:01
    been deliberately posed by the game’s designers
    to suggest humorous or melancholy ways that
  • 2:01 - 2:02
    people have died.
  • 2:02 - 2:08
    The term was first coined, as far as I can
    tell, by former Disneyland designer Don Carson,
  • 2:08 - 2:14
    who wrote an influential article in 2000 about
    what game developers can learn from theme parks.
  • 2:14 - 2:19
    The term was then made even more popular in
    a GDC talk by Harvey Smith and Matthias Worch,
  • 2:19 - 2:24
    where they described the technique as “staging
    player-space with environmental properties
  • 2:24 - 2:30
    that can be interpreted as a meaningful whole,
    furthering the narrative of the game”.
  • 2:30 - 2:36
    The cool thing about environmental storytelling
    is that it requires a certain level of deductive
  • 2:36 - 2:40
    reasoning, as we connect up details to create
    an overall story.
  • 2:40 - 2:46
    We use investigative and archaeological skills
    to determine relationships, cause and effect,
  • 2:46 - 2:47
    and history.
  • 2:47 - 2:52
    This makes us an active participant in the
    storytelling process, and not just a passive viewer.
  • 2:52 - 2:56
    Plus, if you just want to focus on the
    shooty stuff, you can do that
  • 2:56 - 2:59
    without the story getting in your way.
  • 2:59 - 3:03
    For the most part, environmental storytelling
    is about static objects - but it can also
  • 3:03 - 3:08
    stretch to things like overheard conversations,
    animations happening in the level, and of
  • 3:08 - 3:15
    course… text, in things like books, item
    descriptions, scans, notes, and emails.
  • 3:15 - 3:19
    And while it is generally used to describe
    what happened before you even got to a space,
  • 3:19 - 3:24
    it can also be used as a way of highlighting
    how your actions have impacted the environment
  • 3:24 - 3:27
    in the time since you visited.
  • 3:27 - 3:32
    So if you kill a shop keeper in Deus Ex: Mankind
    Divided, later in the game the shop will be
  • 3:32 - 3:37
    a police crime scene, and then permanently
    closed to the public.
  • 3:37 - 3:41
    It’s also worth noting that environmental
    storytelling isn’t just for narrative, but
  • 3:41 - 3:43
    can have gameplay uses too.
  • 3:43 - 3:49
    A saw blade stuck in a sliced-up zombie suggests
    using these saws with your Gravity Gun to
  • 3:49 - 3:50
    defeat enemies.
  • 3:50 - 3:54
    An enemy fried on a fence warns us about the
    dangers of touching it.
  • 3:54 - 3:58
    Maps and signage can help us navigate complex
    spaces.
  • 3:58 - 4:02
    And props can suggest puzzle hints in a non-intrusive
    way.
  • 4:09 - 4:10
    But here’s the thing.
  • 4:10 - 4:14
    “Environmental storytelling” - if we’re
    using the term specifically to mean those
  • 4:14 - 4:21
    micro-narrative vignettes - is just one part of
    a larger structure of using the environment
  • 4:21 - 4:22
    to suggest narrative.
  • 4:22 - 4:25
    It’s the high level stuff.
  • 4:25 - 4:28
    Below that, then, is the individual places
    in a game.
  • 4:28 - 4:33
    You know, a farmer’s market, a bar, a medical
    pavilion, and a theatre district.
  • 4:33 - 4:37
    And beyond that, the individual rooms in those
    zones.
  • 4:37 - 4:43
    That’s the medium level, which might be
    most accurately called, well, level design.
  • 4:43 - 4:49
    And this can also be used for narrative because
    things like architecture, layout, materials,
  • 4:49 - 4:53
    and scale can tell us a lot about the people
    who use those spaces.
  • 4:53 - 4:59
    For example, in Dishonored 2’s Dust District,
    the level designers at Arkane use verticality
  • 4:59 - 5:04
    to show how the working class are literally
    underneath the people in power.
  • 5:04 - 5:10
    And the sheer opulence of Talos I in Prey
    tells a very different story about its use,
  • 5:10 - 5:14
    compared to the more utilitarian Sevastopol
    in Alien Isolation.
  • 5:14 - 5:20
    And this also provides gameplay hints, too:
    like in Lord Bafford’s Mansion in Thief,
  • 5:20 - 5:24
    where all the gold is naturally found in the
    lord's chambers - but there’s little of
  • 5:24 - 5:27
    value in the servant’s quarters.
  • 5:27 - 5:31
    By making the place a believable location,
    the player can use real-world knowledge to
  • 5:31 - 5:34
    help orient themselves in the space.
  • 5:34 - 5:38
    Of course, one big challenge of making spaces
    where people can actually live or work, is
  • 5:38 - 5:42
    crafting locations that can actually logically
    exist with all the bedrooms, bathrooms, kitchens,
  • 5:42 - 5:45
    and so on to support hundreds of people.
  • 5:45 - 5:51
    I asked the IO Interactive designers
    about this when I did my Hitman 2 video and
  • 5:51 - 5:56
    they said they focus on levels that are “credible”,
    which means the level meets your basic expectations
  • 5:56 - 6:00
    for how a space works - but it doesn’t have
    to make perfect sense.
  • 6:00 - 6:06
    To finish off our pyramid, we need the low
    level - which is the overall setting of the world.
  • 6:06 - 6:11
    This is world building, and is where the developers
    and narrative designers set things like the
  • 6:11 - 6:16
    factions, the major plot points for the world’s
    history, and the main players in the story.
  • 6:16 - 6:21
    All three parts of this structure should work
    in concert, and - ideally - ideas should echo
  • 6:21 - 6:22
    up and down the stack.
  • 6:22 - 6:26
    Here’s an example of that working in practice.
  • 6:26 - 6:32
    In Deus Ex: Mankind Divided, the low level
    setting is a futuristic Prague where augmented
  • 6:32 - 6:36
    humans face oppression from those without
    modifications.
  • 6:36 - 6:41
    This is represented in the mid level by places
    like train stations with different cars for
  • 6:41 - 6:47
    naturals and augs, and a slum-like city where
    augs are kept in dire conditions.
  • 6:47 - 6:52
    And then the smaller narrative moments on
    the high level also talk about oppression and
  • 6:52 - 6:58
    racism, though anti-aug graffiti, and emails
    about being kicked out of the capital.
  • 6:58 - 7:04
    Every level is talking about the same theme
    - from a grand, systemic level on the high level, to
  • 7:04 - 7:07
    to more intimate and specific stories on the low level.
  • 7:07 - 7:12
    Of course, easter eggs and moments of humour
    are fine too - but storytelling like this
  • 7:12 - 7:19
    is at its best when all aspects are marching
    towards the same thematic goal.
  • 7:19 - 7:23
    This can be quite challenging in practice
    because, on many large games, each level is
  • 7:23 - 7:25
    looked after by a completely different person.
  • 7:25 - 7:29
    So it’s vitally important for teams to come
    together to make sure the vision is being
  • 7:29 - 7:32
    shared across the game as a whole.
  • 7:34 - 7:39
    So designers can use world building, level
    design, and environmental storytelling to
  • 7:39 - 7:44
    convey literal and specific information about
    the world and its inhabitants.
  • 7:44 - 7:49
    But, the design of a world can also be used
    in a more evocative and emotional sense.
  • 7:49 - 7:54
    Game designers can use things like scale,
    shape, and colour to evoke certain feelings
  • 7:54 - 7:55
    in the player.
  • 7:55 - 8:02
    Here’s Naughty Dog level designer Emilia
    Schatz talking about how she did this in Uncharted 4
  • 8:02 - 8:07
    EMILIA: “If i want to have the player feel
    triumphant at the end and scared towards the
  • 8:07 - 8:11
    beginning, I might make the environment create
    a lot of pressure on the player.
  • 8:11 - 8:17
    I might make the ceiling very low, might make
    the walls come in, so you feel tight and constrained.
  • 8:17 - 8:23
    And eventually as we get to the end of the
    level, bring you out way into the open and
  • 8:23 - 8:25
    give you this giant vista”.
  • 8:25 - 8:31
    The shape of the cave doesn’t give us any
    further understanding of the backstory in Uncharted.
  • 8:31 - 8:33
    It’s just a cave, after all.
  • 8:33 - 8:38
    Instead, it creates emotion - which helps
    the player better understand how the character
  • 8:38 - 8:39
    is feeling.
  • 8:39 - 8:43
    Here’s a good example of just that in the
    most recent God of War.
  • 8:43 - 8:49
    The story beat is that Kratos starts to panic
    because Atreus has run off and may be in danger.
  • 8:49 - 8:53
    Here’s how the designers manipulate the
    environment to ensure that you, as the player,
  • 8:53 - 8:55
    also feel this sense of tension.
  • 8:55 - 8:59
    So, the space constricts to narrow pathways.
  • 8:59 - 9:02
    There are dead ends, forcing you to turn around
    and backtrack.
  • 9:02 - 9:05
    Your visibility is reduced thanks to a thick
    grey fog.
  • 9:05 - 9:09
    And the final squeeze between rocks completely
    slows Kratos down.
  • 9:09 - 9:14
    It’s only when you get through that the
    world opens up, the fog lifts, and colour
  • 9:14 - 9:19
    returns, letting you know that Atreus is safe
    and that this mysterious person is probably
  • 9:19 - 9:23
    not there to hurt you or your boy.
  • 9:23 - 9:24
    Or take the original Portal.
  • 9:24 - 9:29
    The first half of the game takes place in
    a test lab, and the second half has you escaping
  • 9:29 - 9:34
    from an evil AI and darting through a maintenance
    area.
  • 9:34 - 9:38
    This dramatic shift in the game’s story
    is emphasised through
  • 9:38 - 9:40
    all sorts of environmental choices.
  • 9:40 - 9:43
    The lab is white, sterile, and lacking in
    detail.
  • 9:43 - 9:49
    The maintenance area is bathed in warmer orange
    tones, and looks lived in and used.
  • 9:49 - 9:55
    In a talk in 2017, former Crystal Dynamics
    art designer Brian Horton talks about this
  • 9:55 - 9:57
    part in the Tomb Raider reboot.
  • 9:57 - 10:03
    At the start, Lara is low down, with the environment
    bearing down from above her.
  • 10:03 - 10:06
    Everything is plunged in an ominous dark green
    colour.
  • 10:06 - 10:10
    As you become level with the environment,
    the colours begin to lighten up.
  • 10:10 - 10:15
    And then as you climb, you’re actually high
    above the level, and Lara is bathed in a warm,
  • 10:15 - 10:17
    orange sunlight.
  • 10:17 - 10:22
    Her journey of survival - from a point of
    despair to a point of hope - is emphasised
  • 10:22 - 10:25
    through the level design.
  • 10:25 - 10:30
    As a practical method of achieving this, I
    want to point to a GDC talk by former BioWare
  • 10:30 - 10:35
    level designer Dave Feltham who talks about
    two tools they used when making the levels
  • 10:35 - 10:40
    for Mass Effect 3: Emotion Charts and Intensity
    Charts.
  • 10:40 - 10:46
    So the level in question is set on the planet
    Tuchanka, and involves providing a cure for
  • 10:46 - 10:50
    the Genophage - a biological weapon deployed
    against the Krogan.
  • 10:50 - 10:55
    The level sees you landing at the hollows,
    driving towards the shroud tower, having your
  • 10:55 - 11:01
    convoy get blown up, sneak through some catacombs,
    pop up in the city, take down your first reaper,
  • 11:01 - 11:05
    and - well - I won’t spoil the mission anymore
    than that.
  • 11:05 - 11:08
    So the designers broke the level down into
    a bunch of sections.
  • 11:08 - 11:13
    They then decided what theme needed to be
    represented in each part.
  • 11:13 - 11:16
    And then decided what emotion the player should
    feel at that time.
  • 11:16 - 11:21
    Finally, they used environment design to evoke
    those emotions.
  • 11:21 - 11:26
    For example, in the pre-crash you should feel
    a sense of hope and confidence about defeating
  • 11:26 - 11:27
    the reaper.
  • 11:27 - 11:32
    So there’s a huge convoy of vehicles at
    your back to make you feel strong, and the
  • 11:32 - 11:35
    Krogan are happily lazing about to suggest
    nonchalance.
  • 11:35 - 11:38
    After the crash, you should feel a sense of
    chaos.
  • 11:38 - 11:42
    So there’s flames, explosions, and your
    convoy is destroyed.
  • 11:42 - 11:46
    In the catacombs, you should feel a sense
    of mystery - which is driven by the statues
  • 11:46 - 11:52
    and murals of ancient Krogan life, And then
    the triumphant reveal of the city is supposed
  • 11:52 - 11:57
    to make you feel awe at what the Krogan empire
    grew to become before the Genophage.
  • 11:57 - 12:00
    And make you feel guilty if you were planning
    to betray them.
  • 12:00 - 12:07
    The contrast from the dark catacombs to the
    open city emphasises the reveal.
  • 12:07 - 12:11
    Finding the right environmental tricks to
    convey the necessary emotion can be tough,
  • 12:11 - 12:14
    but here’s how a few other games have done
    it.
  • 12:14 - 12:20
    Half Life 2 creates a feeling of oppression
    through claustrophobic corridors, tall buildings,
  • 12:20 - 12:22
    cages, and security cameras.
  • 12:22 - 12:27
    PT creates fear by asking you to repeatedly
    turn the same corner, but you’re never sure
  • 12:27 - 12:29
    what will be on the other side.
  • 12:29 - 12:34
    It’s important to note that these environmental
    choices have to gel with the game’s mechanics,
  • 12:34 - 12:35
    though.
  • 12:35 - 12:40
    For example, in a horror game, darkness is
    obviously intended to evoke feelings of fear.
  • 12:40 - 12:46
    But in a stealth game, darkness might actually
    provide feelings of power and safety.
  • 12:46 - 12:50
    After picking the environmental details, BioWare
    uses intensity charts.
  • 12:50 - 12:57
    Basically, the designers have a desired intensity
    level - hoping for low moments for story beats,
  • 12:57 - 12:58
    and high moments for combat.
  • 12:58 - 13:04
    But this has to be checked against play-testers
    who describe how intense each area feels.
  • 13:04 - 13:07
    If the chart is off, changes must be made.
  • 13:07 - 13:13
    For example, the catacombs initially had enemies
    - but fighting monsters by torchlight was
  • 13:13 - 13:18
    found to be extremely intense, and pulled
    away from the intended feeling, so the monsters
  • 13:18 - 13:21
    were scrapped to bring the level in line.
  • 13:21 - 13:26
    Also, a cutscene of friendly bombers was added
    on the road towards the reaper, just to give
  • 13:26 - 13:29
    the player slightly more hope that they might
    win.
  • 13:29 - 13:34
    The ultimate goal for BioWare was to create
    a mission that matches a sort of typical three
  • 13:34 - 13:35
    act structure.
  • 13:35 - 13:41
    With rising action, a low moment of despair,
    and a final climb to victory.
  • 13:41 - 13:46
    This three act structure is used wonderfully
    by 2D platformer Celeste, where the actual
  • 13:46 - 13:50
    topology of your climb mirrors that graph.
  • 13:50 - 13:55
    Level after level you climb higher up the
    mountain, hitting small set-backs and climb-downs
  • 13:55 - 13:57
    but ultimately heading forever upwards.
  • 13:57 - 14:03
    That is until the stage Reflections which
    sends you plummeting back down to the base.
  • 14:03 - 14:09
    The story’s lowest point is also the environment’s
    lowest point.
  • 14:09 - 14:14
    If there’s one game that truly uses the
    environment to tell a story, though, it’s Journey.
  • 14:14 - 14:18
    It uses moments when you’re climbing to
    evoke feelings of strength and progression,
  • 14:18 - 14:23
    and moments where you’re plummeting down
    to create a sense of loss and hopelessness.
  • 14:23 - 14:28
    And notice how the team at thatgamecompany
    uses colour to express different sensations
  • 14:28 - 14:34
    - orange for the calm mystery of the desert,
    dark green for the spooky underground graveyard,
  • 14:34 - 14:39
    white for the biting cold, and bright blue
    for the moment of rebirth.
  • 14:39 - 14:44
    This game doesn’t need any words to tell
    you what to feel, because the environment
  • 14:44 - 14:45
    says it all.
  • 14:47 - 14:53
    The final thing I want to touch on, is the
    way environments influence our identity.
  • 14:53 - 14:58
    Video games typically put us into the shoes
    of a character, and ask us to perform as they would.
  • 14:58 - 15:04
    As players, we’re constantly looking for
    clues as to what sort of person we are inhabiting,
  • 15:04 - 15:08
    and what sort of actions will be expected,
    permitted, and punished.
  • 15:08 - 15:13
    Of course, the heavy lifting is done by the
    available mechanics, the way systems react
  • 15:13 - 15:18
    to our choices, and our preconceived notions
    from the marketing and genre norms.
  • 15:18 - 15:22
    But the environment can also play a large
    part in this.
  • 15:22 - 15:28
    For example, in the original Bioshock I found
    it easy to murder people and steal from cash
  • 15:28 - 15:29
    registers and safes.
  • 15:29 - 15:34
    Whereas in Bioshock Infinite, i found these
    actions a lot less comfortable.
  • 15:34 - 15:39
    A large part of this comes from the fact that
    Bioshock’s Rapture is in ruins, and the
  • 15:39 - 15:43
    only people around are insane, bloodthirsty
    splicers.
  • 15:43 - 15:48
    Bashing their skulls in and looting everything
    I can fit in my pockets just makes sense.
  • 15:48 - 15:53
    Infinite’s Columbia, on the other hand,
    is still a semi-functioning society when you
  • 15:53 - 15:57
    get there, with working shops and innocent
    citizens.
  • 15:57 - 16:02
    So violence and robbery just makes less sense
    in that environment.
  • 16:02 - 16:07
    Back down on Earth, the Hitman developers
    use this technique to subtly explain
  • 16:07 - 16:10
    how the world will react to your presence.
  • 16:10 - 16:15
    It’s often pretty obvious which areas you
    can casually stroll into, because of our understanding
  • 16:15 - 16:18
    of real-world social behaviours and rules.
  • 16:18 - 16:23
    This comes from a GDC talk by IO developer
    Mette Andersen who says “when
  • 16:23 - 16:28
    we design these spaces, we’re designing
    rules of behaviour and we’re designing something
  • 16:28 - 16:32
    that’s going to tap into your knowledge
    of ‘how should I be in this space?’”.
  • 16:32 - 16:37
    Mette splits the world into public spaces,
    which are available from the get go and explorable
  • 16:37 - 16:38
    in any costume.
  • 16:38 - 16:43
    And private spaces, which require some ingenuity
    to enter, and a costume to stay hidden.
  • 16:43 - 16:50
    She then splits those further into sub categories,
    where social rules go from vague to strict.
  • 16:50 - 16:56
    The best levels in Hitman, says Mette, incorporate
    a rich mix of these area types.
  • 16:56 - 17:02
    So video game environments can be a staggeringly
    effective medium for storytelling.
  • 17:02 - 17:06
    Whether they’re telling stories about events
    that happened before your arrival, giving
  • 17:06 - 17:11
    clues about the people who live there, evoking
    emotions through architecture, or providing
  • 17:11 - 17:16
    context for player identity, these spaces
    can speak volumes.
  • 17:16 - 17:21
    Let me know your favourite examples of storytelling
    through the environment, in the comments down below.
  • 17:25 - 17:27
    Hi, thanks for watching.
  • 17:27 - 17:33
    As you might have noticed, this is a re-uploaded
    version of a previous video.
  • 17:33 - 17:38
    Unfortunately, that video was labelled as
    not age-appropriate, because of some of the
  • 17:38 - 17:44
    examples I gave - and so the video had a big
    scary warning before you could watch.
  • 17:44 - 17:49
    Ultimately, I want my channel to be accessible
    to as many people as possible, and so I’m
  • 17:49 - 17:53
    going to work hard in future to make sure
    my stuff is suitable for a general audience.
  • 17:53 - 17:58
    I’m still going to talk about shooting people,
    because, hey, my channel’s about video games.
  • 17:58 - 18:06
    But, still, I’ll take care not to slip into
    gratuitous depictions of violence and other icky stuff.
  • 18:06 - 18:10
    If the original video made you feel uncomfortable,
    then I do apologise.
Title:
How Level Design Can Tell a Story | Game Maker's Toolkit
Description:

more » « less
Video Language:
English
Duration:
18:11

English subtitles

Revisions