Fox BuildingAnOpenWorldGame
Fox BuildingAnOpenWorldGame
Bu
g
game without an Army
GDC 2010
Nate Fox
Sucker Punch
P
Presentation Objective
Players expect your world to fefeel huge… adventure all the way
to the horizon!
Finding a way to make good on this expectation is an incredibly
expensive proposition.
A huge, yet bland world, is a failure.
Failing to deliver on scale will give the impression that your
game is anemic.
Expectations - Interactivity
• Obviously, since it’s a videogame, players expect an
interactive landscape of opportunity.
• Finding ways to make the world more than a static
sculpture to walk through is also a complex design task
and expensive art proposition. Plan ahead!
Expectations – Areas for Discovery
• While
hile much of the game world is
open at the start of the game,
playeyers expect to discover uniqu
areas as they poke around.
• Failil to
t provide areas for discover
and your game isn’t “deep”.
Expectations – Diverse Visuals
• While
hile real cities are generally fai
homo
mogenous, open world games
featu
ature a great variety of differen
types of places to visit.
• A variety
var of neighborhoods is the
tradit
ditional solution to this problem
• Failil to
t offer diverse visuals and
your game will feel repetitive.
Benefits of Asset Reuse
Why be a cheapskate and look for ways to reuse assets as
much as possible? Let’s break it down.
• How
ow many different objects are
can be found on a street?
• Ser
eriously, once you have a cou
stre
treetlights, dumpsters, bus sto
etc, you’ve got a city full of
believable stuff.
• Bui
uildings are the same way. Ho
maany skyscrapers do you need
bef
efore you can’t tell them apart
Benefits of Reuse – Reus
use allows you to focus on
what’s important.
The Basics
Intersection Simplification
Edge Conditions
Roads
Elevation
Shoreline Hexes
Hex Tile System – The Basics
• All of inFamous is
created around tile
hex pieces
• This is the map fo
the first island of t
game
Hex Tile System – Intersection Simplification
• Each of the hexes is bui
around an intersection.
• Intersections are harder
model than straight
roads… so we made the
easy to reuse.
• Intersections are often
identical in real life cities
(same angles, stop light
etc.). So consistency
equals believability.
Hex Tile System – Edge Conditions
• Adding elevation is a
easy as creating a n
“hill” edge condition.
• So long as it lines up
with other hills there
no problem.
Hex Tile System – Shoreline Hexes
• Here’s that map again… maybaybe now you can see how all the
edges of the hex pieces line up for easy reuse?
Building Footprints
The buildings in our game all fit into predetermined slots (or
“footprints”) on each Hex Tile.
• Functional Stand-ins
• Footprint Swap-Outs
• Building Variety
• HSV Shifting
Building
Footprints
Sight Lines
Y Intersections
Weenies
Identity of Spaces
Gated Content
City Layout – Sight Lines
• We e always
a try to avoid looking down
long lanes of empty space.
• Run
unning down these streets gives y
the fee
feeling that you’re not moving very
fast because you don’t reach your
visual objective very quickly.
• Emp
mploying long straight streets also
cuts ddown the number of conceptual
streets
ets in the city (after all, you only
havee sso many square kilometers to
work with).
City Layout – Y Intersections
• Ideal
eally each street should have a hig
profile element to give it identity.
• Thisis is primarily to help make the city
feel les
less repetitive… and to also help
with player navigation.
• We e used
u a combination of signage, E
train tra
tracks, riot damage, blast damage
weenie
nies, Jumbotrons, shoreline acces
and park space to do this.
City Layout –
Gated Content
• Parks
• Destroyed Areas
• Sea Space
Organic Spaces - Parks
We created a one-off
mound of grass to cover
this large area of the city.
Organic Spaces - Parks
• Als
lso, waterfront warehouses ar
fantastic line-of-sight
line blockers.
• Pla
layers aren’t able to tell just
how small an island really is
when looking down a street
tow
owards the water, because all
they see is another building.
Steaming Issues