Wireframe - #33 - 2020

(Barry) #1
wfmag.cc \ 37

Designing great single-player missions

Toolbox


PUTTING IT ALL TOGETHER
A truly great mission is about establishing and
playing with player expectations, creating a
compelling setup and a thrilling pay-off. This is
accomplished by managing the synergy between
the various elements we’ve discussed above,
and then working to place the mission within the
context of a wider campaign.
Let’s take a look at some specific examples of
these principles in practice.


Terra Nova – Mission 10
This overlooked classic from 1996 continually riffs
on standard mission formats with aplomb: it’s
packed to the brim with ambushes, plot twists,
and even unexpected dropship malfunctions.
Mission 10 is particularly notable, as your briefing
lands you with an inaccurate map which, if
you fail to scout correctly, could result in your
squadmates falling into a canyon.
Key takeaway: Messing with the player’s
preconceptions at every turn is a great approach
to keeping your missions lively.


Deus Ex – Liberty Island
This iconic opening mission functions as an
introduction to Deus Ex’s freeform gameplay as
well as working to establish key pillars of the
game’s lore. The player’s briefed that they’re
required to capture the leader of a terrorist
faction that has taken over the Statue of Liberty.
This simple objective, coupled with the bold,
recognisable visual design of the setting, provides
a fixed point around which the player can pivot
as they wish. The game’s core design allows twists
to arise from the emergent gameplay itself: the


entire composition of the level changes if the
player is spotted by a camera, for example.
Key takeaway: Think about how to use
settings that complement the core gameplay.

Titanfall 2 – Effect and Cause
A classic ‘gadget mission’, Effect and Cause gives
the player a device which allows them to swap
between two distinct time periods while still
maintaining the same physical position in space.
The gameplay modification here is used to great
effect, allowing the player some thrilling options
for both combat and movement: two central
pillars of the game’s lightning-fast first-person
action. It also proves useful in narrative design
terms, enabling the player to discover more
about the fate of a particular character and fill in
some blanks around their present situation.
Key takeaway: When using gadgets (both
literal and metaphorical), try to ensure they’re
making a positive contribution to the gameplay.

COD: Modern Warfare – All Ghillied Up
This level tasks the player with the assassination
of a nefarious character who’s dealing in fuel rods
appropriated from the Chernobyl nuclear plant. It
leads the player through a fraught encounter with
overwhelming enemy forces into the eerie ruin of
a devastated city.
Using stealth as a modifier is common in
military shooters, but All Ghillied Up employs
careful scripting, AI companion dialogue, and a
subtle use of binary player choices to ramp up the
tension to unbearable levels. Every aspect is keyed
into the player’s role as a Special Forces operative,
and focused around making them feel as if they
are truly on a dangerous mission – the subtle
transition of the setting is particularly effective.
Key takeaway: Consider how your mission
structure can reinforce role-play.

 Overlooked classic Terra
Nova toyed with regular
mission formats in 1996.
 Titanfall 2 includes
a great example of a
‘gadget mission’.

 Modern Warfare’s sniper
mission: a masterclass in
mission design.

 Deus Ex’s Liberty Island
acted as a fine tutorial.
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