{"id":89348,"date":"2019-03-19T23:12:00","date_gmt":"2019-03-19T23:12:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/338996"},"modified":"2019-03-19T23:12:00","modified_gmt":"2019-03-19T23:12:00","slug":"mapping-out-the-subtle-social-cues-throughout-hitmans-level-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/19\/mapping-out-the-subtle-social-cues-throughout-hitmans-level-design\/","title":{"rendered":"Mapping out the subtle social cues throughout Hitman&#8217;s level design"},"content":{"rendered":"<p>The hide-in-plain-sight gameplay of the <em>Hitman<\/em> series mean its level designers are faced with a unique challenge whenever creating one of the game\u2019s sprawling sandboxes: How do you design believable everyday life?&nbsp;<\/p>\n<p>It\u2019s a topic IO Interactive\u2019s Mette Podenphant Andersen took some time to explore at the Game Developers Conference in San Francisco, and one that benefits from some concepts and language that got their start in social anthropology.<\/p>\n<p>The two most recent games in the <em>Hitman<\/em> franchise were a light gameplay reboot for the series and aimed to capture the freeform sandbox gameplay that had powered the 2006 release <em>Hitman: Blood Money<\/em>. While taking that approach gave players more freedom than 2012\u2019s semi-linear <em>Hitman: Absolution<\/em>, leaning into that freedom tasked IO Interactive\u2019s level design team with taking different design approaches altogether.<\/p>\n<p>\u201cIt starts and ends with level design,\u201d Andersen offers as a motto picked up from a producer.<\/p>\n<p>Because of the nature of the game, Andersen says that <em>Hitman<\/em>\u2019s level designers are involved with so many other aspects of development. \u201cWe touch everything at some point,\u201d she says, and this sees her and other designers working closely on everything from environmental art to final \u201cjanitorial\u201d passes through the finished level to make sure everything goes to plan.<\/p>\n<p>\u201cApart from mocking everything up one of the most important things that we do in a game like <em>Hitman<\/em> is making life, making drama situations as we call them,\u201d she says. \u201cWe borrow a little bit from the world of theater.\u201d<\/p>\n<p>It\u2019s a task that was in near perfect form in the episodic <em>Hitman (2016)<\/em>\u2019s Sapienza level, so much so that she says the reviews for that highly praised level spent more time talking about the city\u2019s characters, scenery, and small background moments rather than the actual assassination mission itself.<\/p>\n<p>\u201cWhen I looked at the reviews, everything they seemed to talk about didn\u2019t have anything to do with the mission. They were all describing how it felt to just be there,\u201d she says. \u201cSo my question became instead of how do you make an awesome level, jumped into something different like how do you design everyday life and how do you design <em>believable<\/em> everyday life.\u201d<\/p>\n<p>This is where some light social anthropology comes into play. Andersen points to the teachings of two sociologists in particular: Pierre Bourdieu and Erving Goffman. Bourdieu, she explains, coined the idea of social spaces and a social marketplace where different behaviors serve as the capital being exchanged. In the case of <em>Hitman<\/em>, protagonist Agent 47 can don the uniforms, costumes, and outfits of incapacitated NPCs to assume their role and access new areas based on the role he\u2019s assumed.<\/p>\n<p><img decoding=\"async\" alt src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/mapping-out-the-subtle-social-cues-throughout-hitmans-level-design.jpg\"><\/p>\n<p>She says Goffman, meanwhile, offers up the idea of a social front stage and backstage, where different behaviors and different social states and performances apply depending on the setting.&nbsp;<\/p>\n<p>Andersen herself was an intern around the time <em>Hitman<\/em> (2016) launched and used these techniques to make the level design of <em>Hitman<\/em>\u2019s massive social spaces more readable and ascribe new, helpful language to techniques the team had already established.&nbsp;<\/p>\n<p>On the highest level, <em>Hitman<\/em> offers up public and private spaces. Public spaces are those players can explore right from the start of a level without assuming a disguise or sneaking about while private spaces are bound by strict rules on behavior and access. Using some of her social anthropology knowhow, she breaks each of those down into three more categories each, all of which level designers use to subtly teach players permissible behaviors and general things about the world.&nbsp;<\/p>\n<p>Basic \u2018public; spaces, like Sapienza\u2019s town square have very few social rules, no \u2018social enforcers\u2019 that a player would have to be wary of, and offer a good place for players to breathe and get the lay of the land. \u2018Public purpose\u2019 spaces like alleyways also have no social enforcers and few behavior rules, but subtly encourage certain behaviors or gameplay actions. They\u2019re spaces with a subtle purpose, but no inherent danger.&nbsp;<\/p>\n<p>\u2018Public rule\u2019 spaces come with implied social rules, simply by using common social settings players already know from their own lives. Sapienza\u2019s church is an example she offers of this, where the feeling of strong social rules is implied and social enforcers exist to \u201cdiscourage\u201d behavior those boundaries.&nbsp; But, she points out, these provide a safe environment to communicate trespassing rules and elements of social stealth to players.<\/p>\n<p>The basic \u2018private\u2019 spaces are trespassing spaces like private alleyways, but those that encourage stealth and don\u2019t pummel players with dangers. They can act as a \u201cbreather space\u201d for players between higher intensity private areas as well. \u2018Private professional\u2019 spaces like kitchens are areas that strictly have a purpose, and where blending in as a staff member to adhere to those social rules is clearly communicated through the space itself.<\/p>\n<p>\u2018Private personal\u2019 spaces are, and should be, rare in <em>Hitman<\/em>. \u201cWe don\u2019t have a lot of these and we shouldn\u2019t, but these are where [\u2026] we tell you who the target is through the level,\u201d Andersen explains. \u201cYou shouldn\u2019t have too many of these, it should feel special.\u201d<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"374\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/mapping-out-the-subtle-social-cues-throughout-hitmans-level-design-1.jpg\" width=\"646\"><\/p>\n<p>With these in mind, she shares a mapped out overview of Sapienza made to highlight how these spaces are represented throughout the level. She does the same for the other five levels in <em>Hitman (2016)<\/em>, but points out that \u201csomeone did all of this without having all these social spaces being formalized,\u201d but without the labels she\u2019s now applied to each zone \u201cit just wasn\u2019t accessible to me as a new designer.\u201d&nbsp;<\/p>\n<p>\u201cIt just got us talking,\u201d she says. \u201cWe started reflecting on what&nbsp;we actually do, and I think that was really really valuable.\u201d<\/p>\n<p>The language and sort of knowledge created by breaking down these spaces into different categories informed the design of <em>Hitman 2<\/em>, a game that features even larger levels and diverse social spaces than its predecessor. The map of <em>Hitman 2<\/em>\u2019s first level, Miami, just below highlight both the size of the level itself, and the large public areas where players are more or less free to explore. \u201cWhat we learned was that you can keep the player engaged without introducing trespassing,\u201d she explains.<\/p>\n<p>This time around, having the established methods and language encouraged the team to design levels that focused more on encouraging exploration through freedom and the cues subtly offered up by believable social spaces.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"388\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/mapping-out-the-subtle-social-cues-throughout-hitmans-level-design-2.jpg\" width=\"646\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The hide-in-plain-sight gameplay of the Hitman series mean its level designers are faced with a unique challenge whenever creating one of the game\u2019s sprawling sandboxes: How do you design believable everyday life?&nbsp; It\u2019s a topic IO Interactive\u2019s Mette Podenphant Andersen took some time to explore at the Game Developers Conference in San Francisco, and one [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":89349,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-89348","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/89348","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=89348"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/89348\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/89349"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=89348"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=89348"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=89348"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}