Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Paradigm Shift

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  • Опубликовано: 24 дек 2024

Комментарии • 37

  • @CardboardBones
    @CardboardBones 3 года назад +13

    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.

  • @SOULS231
    @SOULS231 3 года назад +38

    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

    • @quaesitumspatium7751
      @quaesitumspatium7751 6 месяцев назад +3

      Who is? Who tf is. Nobody is doing that. Literally no one does that.

  • @samohickey
    @samohickey 2 года назад +3

    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!!!!

  • @RPGAuthority
    @RPGAuthority 3 года назад +9

    This channel is underated. Now i can become a indie dev god

  • @Wingedmagician
    @Wingedmagician 7 лет назад +12

    Very cool to see what goes on "behind the scenes" aka the mind of the level designer.

  • @Amelia_PC
    @Amelia_PC 6 лет назад +9

    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.

  • @morbid1.
    @morbid1. 7 лет назад +59

    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.

    • @CamoflaugeDinosaue
      @CamoflaugeDinosaue 3 года назад +10

      80% of GDC speakers are. They're game devs, not public speakers

  • @kkammei
    @kkammei 2 года назад +3

    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.

  • @curioussoul5151
    @curioussoul5151 9 месяцев назад

    Thanks!

  • @Tysto
    @Tysto 10 месяцев назад

    Good info. Very interesting.

  • @ZoidbergForPresident
    @ZoidbergForPresident 7 лет назад +2

    Cool stuff!

  • @mrhidetf2
    @mrhidetf2 7 лет назад +34

    She could work as a radio show host, such a nice voice

    • @efenty6235
      @efenty6235 7 лет назад +8

      she sounds like she's trying to outspeak her annoying little brother

    • @somerandomchannel382
      @somerandomchannel382 7 лет назад +1

      Good SP level? Thief.

    • @Ctavy
      @Ctavy 5 лет назад

      She literally looks and sounds like how I was during my college interview LUL

  • @JUDGE_DREDD51
    @JUDGE_DREDD51 6 лет назад +1

    nice talk, thanks!)

  • @renatolelis
    @renatolelis 7 лет назад +11

    22:20 HUE HUE BR!!!!

  • @Roxor128
    @Roxor128 7 лет назад +14

    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.

    • @TheSliderW
      @TheSliderW 7 лет назад +10

      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
    @johnterpack3940 5 лет назад +3

    So the assumption is that the only purpose for multiplayer is to allow people to kill each other.

    • @zeltzamer4010
      @zeltzamer4010 4 года назад +4

      John Terpack In a lot of multiplayer games, this is the case.

    • @johnterpack3940
      @johnterpack3940 4 года назад

      @@zeltzamer4010 I agree. But it doesn't have to be.

    • @cloudynguyen6527
      @cloudynguyen6527 2 года назад

      @@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.

  • @christopherlin1129
    @christopherlin1129 7 лет назад +9

    she is nervous, and cute!
    thanks for sharing.

  • @AlexMRL
    @AlexMRL 7 лет назад +1

    Interesting. This could have been a 10-minute presentation. XD

  • @ozgun6224
    @ozgun6224 5 лет назад +3

    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

  • @Foxomatic
    @Foxomatic Год назад

    Sorry... But no. Not buying this.

  • @martinmartinezjr8907
    @martinmartinezjr8907 6 лет назад +3

    She’s so freaking nervous it cm be really frustrating listening to her sometimes

  • @Kirin122
    @Kirin122 7 лет назад +7

    Her monotone voice is so painful to listen to jesus

    • @PacTheOne
      @PacTheOne 7 лет назад +45

      How was your voice during your last gdc talk? Oh... Right