The method of sport design is a tough beast. Quite a lot of it’s hidden from public view, with little or no seeping by way of for players to soak up and perceive. On one hand, this helps shield builders from revealing one thing too early and it needing to be scrapped. On the opposite, it means gamers haven’t any actual thought of the challenges that builders face. Regardless of how open Bungie could be about some processes, there are others that stay a thriller, like how the crew tackles designing a dungeon from scratch.
Not too long ago, I used to be invited to a Q&A roundtable with the builders the place they mentioned all method of issues, like Want 15, and even the immunity shields in Ghosts of the Deep. However the crew additionally took the chance to present some beneficial perception into the pitching, brainstorming, and the designing course of of making considered one of Future 2’s iconic dungeons. Whereas this wasn’t an exhaustive presentation on the subject, it did assist paint a clearer image of what’s concerned.
To start with, making a dungeon is a multidisciplinary course of involving all method of groups at Bungie, but it surely all begins with what Brian Frank, Design Group Lead, calls “thumbnailing a number of ideas”. The crew will take a look at what’s been achieved in order to keep away from repetition after which take into account areas gamers haven’t been and potential antagonists. From right here, the inventive administrators log off on the overall thought and the crew will get to work
“I believe dungeons are in a singular place the place we’re in a position to ask ‘What vacation spot do we wish go to?’ and ‘Who’s our antagonist going to be?’” Ryan Baker, Setting Artist, stated. “We’re in a really distinctive place the place we get to form of discover a few of these farther corners that we have not been to just lately or ones that gamers have actually wished concepts expanded upon.” One among these concepts was the loot cave, which began again within the authentic Future sport however was revisited in Future 2 by way of a complete dungeon. It’s an identical form of respect that Bungie gave to the mysterious Want 15.
The crew may supply up one line expertise objectives or a “unfastened narrative premise” after which get to brainstorming. They’ll additionally take into consideration the characters that they wish to usher in and whether or not they tie properly into the overall seasonal story. That is the place the narrative crew is available in to tinker with the narrative to assist “make it purposeful”.
Nikko Stevens, Senior Narrative Designer, goes on to elucidate that it’s rewarding as a member of the narrative crew to work on dungeons, “You may have like such a cool canvas to work with.” The “cool canvas” Stevens is referring to right here is the truth that dungeons can have in-depth tales that hyperlink to different issues however aren’t required to be straight associated.
Stevens continued, “It offers us the chance to form of dig just a little deeper into a few of these tales or form of inform one thing that you just would not usually see that’s just a little off to the aspect, however remains to be vital and related to the general story of the sport.”
For instance, in Ghosts of the Deep, Oryx’s physique and the necromancy try by Simmumah ur-Nokru is linked to Savathun’s pursuit of the Witness and what was happening with Ahsa, but it surely’s supplemental info. It’s not required studying for somebody who’s simply attempting to know the overarching plot.
Those that performed Ghosts of the Deep can little doubt see the connection to Season of the Witch and Season of the Want. In truth, Stevens notes that the narrative of the dungeons usually “ideas its hat ahead to one thing that’s coming” and that “for those who look again at a lot of the dungeon narratives, you may see that a lot of them had form of heralded issues that got here after.”
For the primary content material, it’s vital for Bungie to make it clear what’s going on so gamers of all ranges can perceive it at first contact. “A dungeon does not have these necessities,” Stevens stated. “We are able to form of lean extra into the mystique and the thriller and belief our gamers to have the ability to discover and expertise these cool moments on their very own.”
Due to this connection to the seasonal story, it’s additionally vital for the builders to contemplate the season by which the dungeon is launching. In response to Frank, with Season of the Want, a sci-fi dungeon won’t have labored. In truth, a few of the concepts for Warlord’s Damage had been a very long time within the making however solely just lately made sense inside the context of the story.
Over a 12 months in the past, an thought was floated of being caught in a jail and having to flee. It hadn’t made sense inside the construction of the narrative till now. However because of Season of the Want and the general themes, the crew may increase the thought by way of brainstorming periods. Amanda Baker, Take a look at Engineer, talked about that the crew may have a “participant journey” brainstorming session, after which one for bosses, and one other for mechanics.
With this achieved, the crew now has a way more targeted thought. The trick now could be to not solely juggle what’s possible inside the strict growth timeframes, but in addition what’s really enjoyable. A part of this exploration of enjoyable may shock and delight the crew.
Baker talked a bit in regards to the creation of the Scorn enemies that basically play tag with the participant. Unbeknownst to the crew, one developer had put aside a room, stuffed it with Scorn, and had created the tag system. They then invited the opposite builders in to mess around with the Scorn. Baker stated the crew was having a wild time as a result of they had been “attempting to determine what [the Scorn] had been doing.” The mechanic was an apparent win, and from right here the subsequent job was attempting to work out learn how to talk this new mechanic with the participant.
Whereas all that is occurring, the crew is receiving suggestions from gamers relating to content material that’s been launched. Not all of this suggestions could be acted upon to alter pre-existing content material (as they mentioned when speaking in regards to the Ghosts of the Deep immunity shields), however a few of it may possibly assist form and outline choices for brand new issues.
For Warlord’s Damage, the crew dropped the immunity protect system and as an alternative leant onerous into rewarding gamers that handle to be hyper environment friendly. Groups that may edge the boss’ well being with out crossing a threshold can basically double-dip a harm section. “For those who can actually strategize and plan for maximising this chance, you are able to do harm proper as much as the road, however don’t cross it, after which get the DPS once more,” Frank stated.
By understanding how gamers work together with the dungeons, the builders can create and implement higher mechanics and techniques transferring ahead. Although Ghosts of the Deep missed with the shields, it at the very least nailed the sense of overwhelming odds and problem, whereas giving the dungeon groups at Bungie loads of info to use to the design of Warlord’s Damage.
It might need solely been the slimmest of perception into the general design course of of making a dungeon, however the weight behind the phrases revealed a crew that seeks to push ahead with new and thrilling concepts. You’ll be capable to see the newest of those concepts when The Closing Form launches on June 4, 2024.