< Return to Video

Why Nathan Drake Doesn't Need a Compass | Game Maker's Toolkit

  • 0:16 - 0:23
    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
  • 0:23 - 0:27
    Near the beginning of Uncharted 3, there's
    this awesome section where you're playing
  • 0:27 - 0:33
    as a young Nathan Drake and you're being chased
    across the rooftops of Colombia. It's awesome,
  • 0:33 - 0:37
    specifically, because in most other games
    it would simply be a cutscene.
  • 0:37 - 0:40
    That's because most game developers would
    struggle to make sure the player is always
  • 0:40 - 0:45
    going the right way and making the right jumps
    - and not repeatedly falling off the roof
  • 0:45 - 0:46
    or getting caught by baddies.
  • 0:46 - 0:50
    In fact, most developers struggle to let you
    move through a static environment, let alone
  • 0:50 - 0:55
    an intense chase scene, without some clunky
    navigational tool - be it a waypoint, a compass,
  • 0:55 - 1:02
    a floating arrow, some kind of supernatural
    survivor's vision, or an ethereal space snake thing.
  • 1:02 - 1:06
    So how does Naughty Dog do it? How does this
    developer let you make your way through the
  • 1:06 - 1:11
    whole of Uncharted, and The Last of Us, without
    a map, when other equally linear games tell
  • 1:11 - 1:13
    you where to go, at every step of the way?
  • 1:13 - 1:17
    MONKEY: We're not in the clear yet. There's the way
    out.
  • 1:17 - 1:22
    The secret is that Naughty Dog, and other
    developers like Valve and That Game Company,
  • 1:22 - 1:26
    is telling you exactly where to go, but using
    subconscious clues that are hidden in the
  • 1:26 - 1:27
    level design itself.
  • 1:27 - 1:33
    They use tricks to grab your attention and
    guide your eye, which are borrowed from artistic
  • 1:33 - 1:38
    composition. And they use in-world navigational
    aids, which are lifted from Disneyworld.
  • 1:39 - 1:45
    "It’s very much a game in psychology," says
    Emilia Schatz, game designer at Naughty Dog.
  • 1:45 - 1:48
    "You need to figure out what your environment is telling the player"
  • 1:48 - 1:51
    "And figure out how you can give the player as much information as possible"
  • 1:52 - 1:55
    So let's look at that Uncharted chase scene
    again, and see if we can figure out what the
  • 1:55 - 1:59
    environment is telling the player here.
  • 1:59 - 2:04
    The first eye-catching technique is light,
    which is streaming in through this open window.
  • 2:04 - 2:09
    Light is the most common and arguably effective
    way of guiding the player, because we flock
  • 2:09 - 2:14
    to it like moths to a flame. Provided the
    surrounding area is dark enough, light sources
  • 2:14 - 2:21
    like lamps, car headlights, flames, and sunlight
    will always catch the player's attention.
  • 2:21 - 2:26
    Here, visual composition tricks are used.
    The pillars and wall create a frame - which
  • 2:26 - 2:30
    is like a portal that draws that player's
    eye to whatever is inside. And in the middle
  • 2:30 - 2:34
    is this line which runs down the centre of
    the roof.
  • 2:34 - 2:38
    Guiding lines are often used in painting and
    photography to lead the viewer's eye or focus
  • 2:38 - 2:43
    their vision on a specific point. That's harder
    for level designers to use as there's no fixed
  • 2:43 - 2:47
    viewpoint, but similar techniques can be used
    to suggest a path for a player.
  • 2:47 - 2:53
    In a 2010 GDC talk, Naughty Dog art director
    Erick Pangilinan says "defining a clear path
  • 2:53 - 2:57
    is really important and is something we look
    at all the time," and he says "When you're
  • 2:57 - 3:01
    in a busy schedule it's really easy to create
    noisy, confusing environments".
  • 3:01 - 3:06
    So he talks about clearly separating the ground
    and the boundaries of the level, and says
  • 3:06 - 3:10
    "putting shapes in the middle of the path
    creates a stepping stone effect that can lead
  • 3:10 - 3:12
    the eye through".
  • 3:12 - 3:17
    When Drake leaps over the barrier, these birds
    fly off. This gives us motion which, in a
  • 3:17 - 3:22
    mostly static scene, really grabs your attention.
    Things like sparks, flashing lights, and banging
  • 3:22 - 3:27
    doors are hard to ignore, and encourage the
    player to draw in closer.
  • 3:27 - 3:31
    The birds in Uncharted not only do that, but
    they fly off in the direction of where Drake
  • 3:31 - 3:35
    needs to go next, subtly guiding you to the
    right when the more obvious route is to continue
  • 3:35 - 3:36
    along the roof.
  • 3:36 - 3:40
    Of course, the enemy here will force you to
    the right if you weren't already going that
  • 3:40 - 3:44
    way. Rules and mechanics can push and pull
    the player very effectively - as you'll run
  • 3:44 - 3:48
    away from enemies you can't attack, but will
    chase down collectibles like they're a trail
  • 3:48 - 3:50
    of bread crumbs.
  • 3:50 - 3:54
    Down here, we see an example of affordance
    in level design. A ramp is there to be jumped
  • 3:54 - 3:57
    off, and the player will dutifully play along.
  • 3:57 - 4:02
    You can't discount the camera during this
    entire section, of course. It swings around,
  • 4:02 - 4:06
    keeping your next destination in the centre
    of the frame. But you're always free to wiggle
  • 4:06 - 4:12
    it about and look wherever you please - the
    game rarely takes control away from you entirely.
  • 4:12 - 4:17
    Now the guiding lines point up, except for
    these windowsills. The contrast in directionality
  • 4:17 - 4:22
    makes them stand out - not to mention their
    colour. This is another common trick in level
  • 4:22 - 4:26
    design - as long as the colours in the rest
    of the stage are carefully considered, a bright
  • 4:26 - 4:29
    and contrasting colour can really grab your
    attention.
  • 4:29 - 4:35
    Mirror's Edge famously uses red, but The Last
    of Us and Uncharted do the exact same thing
  • 4:35 - 4:39
    with yellow. And Tomb Raider paints all its
    important elements in white.
  • 4:39 - 4:44
    All of these tricks are used to subtly nudge
    you through the section and keep you on the
  • 4:44 - 4:49
    carefully scripted path that Naughty Dog has
    laid out. But it doesn't stop there, as similar
  • 4:49 - 4:52
    visual clues are littered throughout the entire
    game.
  • 4:52 - 4:56
    There are other tricks, too. Like negative
    space, which forms an attractive portal. And
  • 4:56 - 5:01
    audio can be used, too - everyone goes into
    this room at the start of The Last of Us,
  • 5:01 - 5:07
    not just because of the alluring light but
    because of the distant sound of the TV speakers.
  • 5:09 - 5:13
    SARAH: You in here?
  • 5:13 - 5:17
    And then there are weenies. That's right,
    weenies. This is a technique from Walt Disney,
  • 5:17 - 5:21
    who plopped the giant castle in the centre
    of Disneyland to lure visitors into the
  • 5:21 - 5:25
    centre as soon as they enter the gates, and
    give them a navigational aid so they're always
  • 5:25 - 5:27
    be able to return to the middle of the park.
  • 5:27 - 5:32
    So, characters in Uncharted and The Last of
    Us spend half the game pointing at far-off
  • 5:32 - 5:36
    landmarks which then loom over the skyline
    and give you something to work towards and
  • 5:36 - 5:38
    a static position to aid navigation.
  • 5:38 - 5:41
    BILL: There's that truck.
    ELENA: You see that tower up ahead?
  • 5:41 - 5:45
    TESS: There she is. That's our building.
    HARRY: There's the tower.
  • 5:45 - 5:49
    JOEL: Alright, there's the bridge. That's our way
    out of here.
  • 5:49 - 5:54
    The same applies to the Citadel in Half Life
    2, buildings in Mirror's Edge, and the mountain
  • 5:54 - 5:55
    in Journey.
  • 5:55 - 6:01
    And then there are arrows. Sometimes hidden
    in the game world as props or as markings,
  • 6:01 - 6:04
    and sometimes literal arrows, on signs and
    painted on the ground that point you in the
  • 6:04 - 6:09
    right direction. Hey, that's what arrows are
    there for, right?
  • 6:09 - 6:13
    You can use all of these examples in your
    designs. Even if it's just using light and
  • 6:13 - 6:18
    colour to highlight places of interactivity.
    You'll need to test that it all works by observing
  • 6:18 - 6:21
    random players as they move through your level,
    but you can also borrow a clever trick from
  • 6:21 - 6:22
    Naughty Dog.
  • 6:22 - 6:26
    Back when it was making Crash Bandicoot it
    would do something called the squint test,
  • 6:26 - 6:30
    where level designers would squint their eye
    and see if the critical path through the level
  • 6:30 - 6:34
    was the most dominant thing in each scene.
  • 6:34 - 6:38
    You may be wondering why a game like Crash
    Bandicoot or Uncharted needs to bother with
  • 6:38 - 6:42
    all this, when they're already so linear.
    And it's true: if you're not going down the
  • 6:42 - 6:45
    critical path in these games, you'll often
    find yourself at a dead end.
  • 6:45 - 6:50
    But that's kind of the point. The game provides
    multiple paths for the player, and they feel
  • 6:50 - 6:54
    like they have the freedom to explore whichever
    they choose. As they always seem to stumble
  • 6:54 - 6:58
    upon new content - not entirely aware that
    they were subconsciously persuaded to take
  • 6:58 - 7:03
    that path or enter that door - it stands to
    reason that all the other exits and doors
  • 7:03 - 7:05
    lead to new play spaces too.
  • 7:05 - 7:08
    It makes the world feel bigger and less linear
    than it really is.
  • 7:08 - 7:13
    It also helps keep up the pace of the game.
    Uncharted is supposed to be a rip-roaring
  • 7:13 - 7:17
    adventure, and that would fall apart if you
    were struggling to find the next door in every room.
  • 7:18 - 7:23
    And, crucially, this stuff just works. And
    you can test it for yourself: play Mirror's
  • 7:23 - 7:27
    Edge and turn off runner's vision and you'll
    see how difficult it is to get through the
  • 7:27 - 7:31
    game without these visual clues. If you're
    anything like me you'll get lost over and
  • 7:31 - 7:34
    over and over again.
  • 7:34 - 7:39
    And finally, knowing how to use these tricks
    will help other aspects of your level design
  • 7:39 - 7:44
    too as they can be used for more than just
    navigation. Picking the right colour for your
  • 7:44 - 7:49
    level doesn't just help you highlight platforms,
    but also set the right tone. Motion can be
  • 7:49 - 7:51
    used to make sure the player is looking in
    the right direction.
  • 7:54 - 7:58
    And frames in the level design ensure the player gets the best viewpoint for an important scene.
  • 7:58 - 8:03
    But maybe we'll come back to all that in another
    video. Till then, thanks for watching.
  • 8:05 - 8:10
    Have you ever seen a game that does something
    smart with navigation? Leave a comment below.
  • 8:10 - 8:14
    Also, give the video a like, subscribe to
    the channel, or consider pitching in via Patreon.
Title:
Why Nathan Drake Doesn't Need a Compass | Game Maker's Toolkit
Description:

more » « less
Video Language:
English
Duration:
08:16

English subtitles

Revisions