this was honestly one of the best videos I've found so far on map design. It actually provides some practical questions for the designer to be thinking about and exposing, depending on the context of the map.
People are giving her crap for her nervousness or voice... im just jealous of her and also proud of her. I hope i get to be up there someday. I'd be sweating bullets too
She is AWESOME! What a great talk. Loved it, as always GDC! The amount of knowledge that's exposed from these is absolute gold. Way to go Elisabeth!!!!
Thanks to this video, I realized I was designing a MP level in a SP game XD Those principles are pretty hard to apply to an open level for the single player mode.
she is quite nervous... I understand that. Interesting talk, multiplayer map design is very hard. I enjoyed Dooms MP it was surprisingly easy to learn map.
2:30 This is something that annoys me since a lot of devs ignore it, forget about it, or don't know how to do it - it's a constant annoyance whenever there's dialogue moments that are immediately cut short bc it intersects with a cutscene or is interrupted by another piece of dialogue. I guess it could also just be no communication between the level designers and whoever else would be involved in these moments.
I don't think this mindset of segregation of single-player and multi-player design is a good one for developers to have. Doom and Duke Nukem 3D were interesting to explore in single-player, mainly because of their non-linear design, which I'm pretty sure was due to them also being designed for use in multi-player games. The levels in these games were riddled with hidden nooks or not-so-hidden but still clearly non-essential out-of-the-way paths containing supplies, which made exploration in single-player fun and provided ways to keep stocked up and provide more places to seek out your opponents in multi-player. Locked doors in single-player were no obstacle in multi-player, as everyone would simply spawn with all the keys and even when the level did have a more linear segment, there was usually a multi-player-only switch to open up a shortcut to bypass it, keeping things interesting and everyone guessing about where their opponent might get in through.
It depends on the game type you're making. for competitive games, you don't want to give one spawn point more advantages than another ( distance to pick-ups, room with more cover, ...). That's why designers make entirely different levels than for single player ( or co-op) and even often use symmetry to save them the trouble of balancing the levels for weeks to solve issues that will show up after games play for a while (counter strike). There are analytical tools to help you but that requires way too much work and involvement even post launch hence why symmetry and thus, different levels for multi-player, is preferred. One of the questions at the end was about (as)symmetrical levels and while she might be right with how symmetry might confuse players, only the levels geometry (paths and walls) or distance has to be symmetrical (which she says so), you can then use props, landmarks and colour codes for example to help with player orientation and communication. On a side note, game modes that involve different objectives for each team or player don't fit here as they also require a lot of testing and balancing, even post launch.
@@johnterpack3940 It applies to most of the game. The only outliner I can think of is Portal 2 Co-op mode but then it's in the spectrum of puzzle design for multiplayer.
there is no mp or single player games this discussion just marketing project we have a lot of old pc game like diablo halflife sprinter cell call of duty medal of honour and many strategy games. those games offers mp and sp same time successfully. game companies categorizing players not games manipulating players because players will demand less that mean less cost extra money. "this game single player focused game so i have to support. less than 3 hours gameplay no multiplayer mod but good game because they are focusung to sp" most of new generation players thinking like that truth is new games not good at sp or mp they are buggy no artwork no stunning soundtracks similar pathetic scenario meaningless game mechanics
this was honestly one of the best videos I've found so far on map design. It actually provides some practical questions for the designer to be thinking about and exposing, depending on the context of the map.
People are giving her crap for her nervousness or voice... im just jealous of her and also proud of her. I hope i get to be up there someday. I'd be sweating bullets too
Who is? Who tf is. Nobody is doing that. Literally no one does that.
She is AWESOME! What a great talk. Loved it, as always GDC! The amount of knowledge that's exposed from these is absolute gold. Way to go Elisabeth!!!!
This channel is underated. Now i can become a indie dev god
Hell yeah 😈
Very cool to see what goes on "behind the scenes" aka the mind of the level designer.
Thanks to this video, I realized I was designing a MP level in a SP game XD Those principles are pretty hard to apply to an open level for the single player mode.
she is quite nervous... I understand that.
Interesting talk, multiplayer map design is very hard. I enjoyed Dooms MP it was surprisingly easy to learn map.
80% of GDC speakers are. They're game devs, not public speakers
2:30 This is something that annoys me since a lot of devs ignore it, forget about it, or don't know how to do it - it's a constant annoyance whenever there's dialogue moments that are immediately cut short bc it intersects with a cutscene or is interrupted by another piece of dialogue. I guess it could also just be no communication between the level designers and whoever else would be involved in these moments.
Thanks!
Good info. Very interesting.
Cool stuff!
She could work as a radio show host, such a nice voice
she sounds like she's trying to outspeak her annoying little brother
Good SP level? Thief.
She literally looks and sounds like how I was during my college interview LUL
nice talk, thanks!)
22:20 HUE HUE BR!!!!
hehehehehe
ss
I don't think this mindset of segregation of single-player and multi-player design is a good one for developers to have.
Doom and Duke Nukem 3D were interesting to explore in single-player, mainly because of their non-linear design, which I'm pretty sure was due to them also being designed for use in multi-player games.
The levels in these games were riddled with hidden nooks or not-so-hidden but still clearly non-essential out-of-the-way paths containing supplies, which made exploration in single-player fun and provided ways to keep stocked up and provide more places to seek out your opponents in multi-player.
Locked doors in single-player were no obstacle in multi-player, as everyone would simply spawn with all the keys and even when the level did have a more linear segment, there was usually a multi-player-only switch to open up a shortcut to bypass it, keeping things interesting and everyone guessing about where their opponent might get in through.
It depends on the game type you're making. for competitive games, you don't want to give one spawn point more advantages than another ( distance to pick-ups, room with more cover, ...). That's why designers make entirely different levels than for single player ( or co-op) and even often use symmetry to save them the trouble of balancing the levels for weeks to solve issues that will show up after games play for a while (counter strike). There are analytical tools to help you but that requires way too much work and involvement even post launch hence why symmetry and thus, different levels for multi-player, is preferred.
One of the questions at the end was about (as)symmetrical levels and while she might be right with how symmetry might confuse players, only the levels geometry (paths and walls) or distance has to be symmetrical (which she says so), you can then use props, landmarks and colour codes for example to help with player orientation and communication.
On a side note, game modes that involve different objectives for each team or player don't fit here as they also require a lot of testing and balancing, even post launch.
So the assumption is that the only purpose for multiplayer is to allow people to kill each other.
John Terpack In a lot of multiplayer games, this is the case.
@@zeltzamer4010 I agree. But it doesn't have to be.
@@johnterpack3940 It applies to most of the game. The only outliner I can think of is Portal 2 Co-op mode but then it's in the spectrum of puzzle design for multiplayer.
she is nervous, and cute!
thanks for sharing.
Lin Christopher oof
Interesting. This could have been a 10-minute presentation. XD
there is no mp or single player games this discussion just marketing project we have a lot of old pc game like diablo halflife sprinter cell call of duty medal of honour and many strategy games. those games offers mp and sp same time successfully. game companies
categorizing players not games
manipulating players because players will demand less that mean less cost extra money. "this game single player focused game so i have to support. less than 3 hours gameplay no multiplayer mod but good game because they are focusung to sp" most of new generation players thinking like that truth is new games not good at sp or mp they are buggy no artwork no stunning soundtracks similar pathetic scenario meaningless game mechanics
Sorry... But no. Not buying this.
She’s so freaking nervous it cm be really frustrating listening to her sometimes
Her monotone voice is so painful to listen to jesus
How was your voice during your last gdc talk? Oh... Right