LEVEL. NARRATIVE. DESIGN
I made a visual prototype of a dungeon map for Pillars of Eternity.
Pillars of Eternity is a top-down role-playing game where the player fights in turn order or real-time battles as they travel the around on a world map and into different dungeons.
In pillars of eternity the player can look around them highlighting lootable items by holding down Tab, open new paths or complete puzzles with the help of skill checks these can be anything from swimming, breaking down walls or climbing.
An important part of the game is that the player can speak to ghosts or memories of long-dead people each of them have a story to tell with anything from a detailed description of a scene in their memory to a full-on conversation with the player.
When I start thinking of a level design project be it an entire tower or shopping mall I tend to look for inspiration in different things, music, Pinterest or even other games for this example where I made a dungeon for Pillars of Eternity I thought "Ice Dragon ghost"
First, I needed to do some research on the game thinking of things like "how do you deny-affordance to a player in a top down RPG game, and how do they lead the player in different paths.
I first looked into the different paths the player could take, how they denied the player and where they had enemiesto get a deeper understanding of how they created dungeons.
Looking at the different props in the dungeon I looked to see if they had a deeper meaning or if they were just there for show.
I also looked into different media for inspiration on rooms and layout of dungeons to see what rooms would be nessessary to make the dungeon feel real.
I drew a quick sketch of a dungeon in paint keeping to the Narrative of an Ice Dragon ghost haunting this ruin, but why?
I quickly thought up a narrative that was easy to work with having the inhabitants of the dungeon murdering the child of the actual Ice dragon and stuffing its soul in a crystal giving the Ice dragon a reason for being down here and then having them lock it in the last giant chamber of the dungeon where it died and becaome a vengeful spirit.
Something that I wanted to make clear to the players was the path that the dragon took going down into this dungeon with ice, claw marks and death following the path it took leading all the way down to the last chamber.
This was important to show the narrative in the level design and also worked very well as breadcrumbs and affordance
I then changed some things around added more narrative to the rooms the senarios acording to the gameplay of Pillars of Eternity
Then going into Unreal engine 4 I re-created it and did the last changes to the level.
During this process I also planed out the golden path for the player and how I would lead them through the level.
The Yellow path is the planed out golden path that I planed the player will take the first time they enter this dungeon taking them through most of the dungeon getting all its lore and combat encounters.
The Red path is the quickest path that players can take if they have the right tools and skills in the party, it goes straight to the key items needed to finish the dungeon and is the quickest.
While the Orange paths are optional and/or dead ends.
Showing the player where to go goes hand in hand with the Narrative to me both are great tools to emerge the player in the world of the game while also making the upcoming danger, and the correct path to take apperant.
Yellow = Claw mark breadcrumbs.
Purple = Ghost path told to the player as breadcrumbs that tells the path to the key to the player.