Wireframe - #33 - 2020

(Barry) #1
wfmag.cc \ 35

Designing great single-player missions

Toolbox


This process is never clear cut: sometimes
you’ll simply need to get characters from A to B or
reveal a specific piece of information to keep the
plot moving forward, and the mission will simply
have to bend to those constraints. At other times,
though, you may have the freedom to allow
the narrative to be inflected by your desired
gameplay content: this is why it’s never a good
idea to set things in
stone at an early point.
You should get
creative with the way
in which story beats relate to mission content:
if a friendly character needs to be killed off
at a specific point, for example, it could feel
unsatisfying to have this happen during a mission
where the player is escorting them. Instead, think
about how that character might be useful to the
player and help them accomplish their goals,
perhaps sacrificing themselves in the process.
Players are frequently in a highly pragmatic
mindset when trying to complete a mission:
it’s best to keep that in mind when working
on narrative design. Waiting, feeling overly
constrained by story elements, or being forced
into a choice removes the perception of agency
and can be highly frustrating.


SETTING THE SCENE
The overall theme or setting for a level can be a
jumping-off point for mission design: castles or


military bases might suit infiltration-style gameplay,
for example. Once again, however, the desired
outcome is to aim for synergy, so try to think about
deploying the setting in service to the gameplay,
rather than the other way around. Players
remember levels like Halo’s Silent Cartographer
and Dishonored 2’s Clockwork Mansion not only for
their bold, iconic architecture, but also for the way
in which they facilitate a
variety of playstyles.
It’s not just grandeur
that can provide an
elegant mission setting: mundanity can be
compelling, too. SWAT 4 (Figure 2) was praised for
its effective realisation of bland locations like gas
stations and houses – these helped to ground the
player’s actions in the world.

TRICKS AND TRAPS
While your game will likely need a host of bread-
and-butter missions to make sure that players get
a healthy serving of standard gameplay, it’s vital
to consider adding a dash of variety.
Twists can be a brilliant way to keep the player
on their toes: a vigorous firefight can turn into a
tense hunt for survivors, or a chase could result
in a standoff. You can take any of the
components we’ve discussed so far and switch
them up: introduce a new game mode or change
setting mid-level; throw in a new obstacle or
change gear with the player’s objectives.

 Figure 2: ‘Boring’ locations
(like this one in SWAT 4)
can make excellent mission
settings – it’s all about how
you use them.

DO, DON’T
TELL
Wherever possible,
significant story beats should
take place within missions
rather than in cutscenes:
ideally, the player should be
‘physically’ performing an
action which has a defined
narrative consequence.
While there are inevitable
exceptions to this, allowing
the player to feel like they
are driving the story (even if
that’s not the case in reality)
can pay dividends.

“Get creative in how story
relates to mission content”
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