INCREDIBLE talk for someone w/ a programmer's mindset like me. I feel like this playground analogy has opened my eyes tremendously in how to approach level design. My only complaint is that GDC waited 3 years to post this one! Lol
I love the playground metaphor. This inspired me to write up several "playground" rooms for D&D adventures, where the heroes find something interesting to mess with, not particularly dangerous or valuable.
Two talk going directly into my game design toolbox. Great stuff! Btw, you definitely can make 2D playgrounds-even the examples on the screen are 2D! If you can conceptualize your levels as a set of nodes, you can direct play. Here's even a 1D example: webpages. You can direct play through a set of linked documents, where some pages act as link hubs, some can contain only back/forward links to form corridors, some links can have setpiece content (images), some can have skill checks (auth?) to access, and can have rewards (easter eggs?).
I dont know If I would call graphs one dimensional, but they are certainly how sandbox games got their start, both in the form of text adventure games/CYOA novels, as well as first person dungeon crawlers like wizardry. It is still absolutely a valid structure.
I hadn't considered the differences between a sandbox or a playground style of game. I've been calling my VR prototype a sandbox but I should really be calling it a playground. Huh!
Really cool things to keep in mind. One thing that jumps out at me is the ability to look at the playspace as procedural. Very good point about adding more than just a flat floor in a prototype, you should definitely add more walls and ceilings to get a context of depth and movement speed. Berms remind me a lot about writing techniques, in that characters have barriers put in front of them to stop them from reaching a want/need. Having watchable experience bleed is often a good thing because your game can be consumed by more than one method (ie streamers/longplays), which makes it more accessible. While some of this is only practical for a certain type of game, it's invaluable to have things clearly identified or have a framework you can reference. Everyone knows the more-interesting things come from applying frameworks outside of their original context, so this could come in handy if you aren't making a 3D environment.
Thanks a lot ! Really inspiring to think about the concept. Seeing it as a child, the slide tower is a object with basic features. You can slide sure, but you can also, conquer the castle, defend the castle, be the King of a castle, be a cook in the Castle,... (OpenWorld) The Castle can transform in a Ship and you are now on sea, but the basic features are still on the same location.(VR)
Previously level design has always been a bottleneck for me in creating a game, but I think the mathematical interpretation at 4:23 really opened my eyes on how it could be done. A reoccurring task in math and API design is in creating entities that can be transitioned between in enough ways that versatile reuse is possible, and it's the user's task to explore that space and find out what is possible, potentially even discovering new paths that were not designed for. Playground creation is a similar act and can leverage the same concepts that have already been built up (i.e. networks, graphs, categories)
I'll never approach a playground the same way, and that highlights the genius of the presentation.
INCREDIBLE talk for someone w/ a programmer's mindset like me. I feel like this playground analogy has opened my eyes tremendously in how to approach level design.
My only complaint is that GDC waited 3 years to post this one! Lol
I love the playground metaphor. This inspired me to write up several "playground" rooms for D&D adventures, where the heroes find something interesting to mess with, not particularly dangerous or valuable.
Two talk going directly into my game design toolbox. Great stuff! Btw, you definitely can make 2D playgrounds-even the examples on the screen are 2D! If you can conceptualize your levels as a set of nodes, you can direct play. Here's even a 1D example: webpages. You can direct play through a set of linked documents, where some pages act as link hubs, some can contain only back/forward links to form corridors, some links can have setpiece content (images), some can have skill checks (auth?) to access, and can have rewards (easter eggs?).
I dont know If I would call graphs one dimensional, but they are certainly how sandbox games got their start, both in the form of text adventure games/CYOA novels, as well as first person dungeon crawlers like wizardry. It is still absolutely a valid structure.
I love that both speakers mentioned Halo! Good taste :)
this is my favorite GDC talk
I hadn't considered the differences between a sandbox or a playground style of game. I've been calling my VR prototype a sandbox but I should really be calling it a playground. Huh!
Inspiring inspiring inspiring! This is so relevant to me, you've taken my understanding of building a virtual playground to the next level!
Really cool things to keep in mind. One thing that jumps out at me is the ability to look at the playspace as procedural. Very good point about adding more than just a flat floor in a prototype, you should definitely add more walls and ceilings to get a context of depth and movement speed. Berms remind me a lot about writing techniques, in that characters have barriers put in front of them to stop them from reaching a want/need. Having watchable experience bleed is often a good thing because your game can be consumed by more than one method (ie streamers/longplays), which makes it more accessible.
While some of this is only practical for a certain type of game, it's invaluable to have things clearly identified or have a framework you can reference. Everyone knows the more-interesting things come from applying frameworks outside of their original context, so this could come in handy if you aren't making a 3D environment.
my man doing some dreamcore images right on his presentation. REspect!
Thanks a lot ! Really inspiring to think about the concept.
Seeing it as a child, the slide tower is a object with basic features.
You can slide sure, but you can also, conquer the castle, defend the castle, be the King of a castle, be a cook in the Castle,... (OpenWorld)
The Castle can transform in a Ship and you are now on sea, but the basic features are still on the same location.(VR)
Previously level design has always been a bottleneck for me in creating a game, but I think the mathematical interpretation at 4:23 really opened my eyes on how it could be done. A reoccurring task in math and API design is in creating entities that can be transitioned between in enough ways that versatile reuse is possible, and it's the user's task to explore that space and find out what is possible, potentially even discovering new paths that were not designed for. Playground creation is a similar act and can leverage the same concepts that have already been built up (i.e. networks, graphs, categories)
Amazing level design talk & Watermelon Man by Herbie Hancock. A man after my own heart.
what a genius.
Awesome 😎
so cool!
1:03 Weird cringe moment
3rd
first
SECOND