Monday 29 March 2021

#13 Space Layout and The Witcher 2

 In this post I will start talking about the space that quests might play in. I will borough some techniques from level design here and there, but as a matter of fact I've already applied some of the rather basic ideas in quest designs of previous posts. Today we begin with a simple map layout.

Space Layout

The events of a quest usually happen in a 3D environment. The quest goals usually refer to some progression in that space. Note that, to me, characters are a part of space and so are their interactions (i.e. dialogue etc.). For the design of space-based quests, on which I'll focus here, it is thus important to keep in mind the spatial arrangement of preexisting things when a quest starts, and the change of these things and the players goals with them while progressing in a quest.

A most basic tool to work with is a map layout: An image of the map, preferrably top-down or isometric (or similar) in which perceivable distinct areas and special things are marked and named.

See these two examples from a Portal 2 map I recently made:

The first image shows a preproduction layout of the level made with the tool AutoREALM, based on some hand-drawn sketches. It provides a solid basic framework to identify the main gameplay flow. The clarity and lack of cluttering with additional informations helps to focus on the important issues. Color coding and naming help with semantic distinguishing.

The second image shows my final map as seen in Portal 2 with a special lighting option from the command console and extended with namings and coloring. When looking closely, you will find that the basic spatial relations depicted in the first image are almost without change represented in the final level: Next to some minor transformations the only bigger change in that regard is the parting of floor button and surrounding portal surface (K in first picture, M/O in second). The greenhouses add some walkable surface and (in the case of N/O/I in the second picture) some connections, but they preserve the original flow and do not disturb it.

I conclude that layout maps help greatly with consistency: In opposition to thoughts and memories, digital images usually do not change and vanish over time without conscious human action. They are inscribed in the world and provide us with a guide to stick to. 

In the second image you might also notice, how every as "distinct" perceivable area (e.g. A-F or I-J in the first image) became indeed also distinct in lighting, form, asset-usage etc. in the final level. Thus I conclude secondly that such semantic distinctions early in the process help hugely with specialization of the area and its relations: It allows to say: "I'll focus on area/place/transition insert-name-here for now". This will also help with quest design when subsequent quest events/goals are assigned to locations in the map: Event/goal and location can be constructed in a more interwoven way (if level designer and quest designer work together).

I will now proceed to present a map layout for my Witcher quest.

Further Reading / Inspiration

  • Christopher W. Totten: An Architectural Approach to Level Design, p. 51-108, Drawing for Level Designers

A "Witcher" Quest - Part 4: Map Layout

There are several locations that need to be in a map in which the quest will play:

  • the village
  • Alvin's hut
  • the lord's manor
  • the woods, the lake/river and mountains
  • few streets entering and leaving the valley

Luckily enough I don't need to completely make a map from skratch in the REDkit, but am able to use a preexisting one: An early alpha version of the Lykaon mod, developed by CD Projekt RED quest designer Philipp Weber and released by him for further development by other modders.

So here is an image of the level with locations names assigned:

A second image shows the walkable areas:

Based on this, we will next time discuss more concretely where player movements and events/goals map into the level.

Ideas for Feedback

  • What additional informations could be inscribed in space layouts without cluttering it too much?
  • How could the long walks imminent in my current quest designs map be compensated for?

Conclusion

A short post remains a good post if its content is coherent and closed. In my eyes, this is such a post. And as an all-knowing TEDx talker once said (approximately): "A slight change in consistent behaviour towards the desired goal can work miracles".

While I'm writing about all these methods I always return to the question of how a quest design document or a quest design portfolio could look like. It seems to me that a space layout should definitely be a part of it, if we're making quests for a game like The Witcher 2. Maybe we will find out more about that in the future.

Have a good time!

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