{"id":89541,"date":"2019-03-20T23:24:00","date_gmt":"2019-03-20T23:24:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/339081"},"modified":"2019-03-20T23:24:00","modified_gmt":"2019-03-20T23:24:00","slug":"how-arkane-built-a-roguelike-atop-an-immersive-sim-with-preys-mooncrash-dlc","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/20\/how-arkane-built-a-roguelike-atop-an-immersive-sim-with-preys-mooncrash-dlc\/","title":{"rendered":"How Arkane built a roguelike atop an immersive sim with Prey&#8217;s Mooncrash DLC"},"content":{"rendered":"<p>Last summer the team at Arkane Studios released <em>Mooncrash<\/em>, a DLC pack for their critically-acclaimed 2017 immersive sim&nbsp;<em>Prey <\/em>that&nbsp;wrapped its systems into a&nbsp;roguelike&nbsp;game of five survivors escaping from a secret moon base.<\/p>\n<p>It was a fresh and innovative spin on the immersive sim, a genre of game&nbsp;Arkane has helped advance and&nbsp;define (through both&nbsp;<em>Prey&nbsp;<\/em>and the&nbsp;<em>Dishonored&nbsp;<\/em>series) &#8212; and today at GDC, lead level designer Richard Wilson&nbsp;took the stage to explain how (and why) it was built.<\/p>\n<p>According to him,&nbsp;<em>Mooncrash&nbsp;<\/em>has a common origin story: a number of&nbsp;<em>Prey&nbsp;<\/em>developers were set up to work on some DLC while others moved on to other projects, and they decided to try something outside their comfort zone as a way of stretching their legs, creatively.<\/p>\n<p>\u201cWhen you go from project to&nbsp;project in triple-A, a lot of the time you\u2019re solving the exact same problems every time,\u201d said Wilson. \u201cThis doesn\u2019t offer much in the way of creative growth&#8230;sometimes this can even cause people&nbsp;to jump ship between projects.\u201d<\/p>\n<p>The team decided to have an&nbsp;internal game jam using <em>Prey<\/em>\u2019s system and assets, and some of&nbsp;the results (which include everything from a Typhon dance party to a tentacle grenade to a working basketball game) made it into what became&nbsp;<em>Mooncrash<\/em>.<\/p>\n<p><strong>How some scrapped&nbsp;<em>Prey&nbsp;<\/em>elements and an internal game jam led to&nbsp;<em>Mooncrash<\/em><\/strong><\/p>\n<p>\u201cThe experience was really valuable. A lot of the team members got to play with new tools, and step outside of their box a little bit,\u201d said Wilson. \u201cEveryone embraced this spirit of exploration.\u201d<\/p>\n<p>It turns out a&nbsp;lot of the design team were already playing a lot of roguelikes in their spare time anyway, so <em>Mooncrash <\/em>was pitched from the jump as a roguelike \u201ccross-genre exploration\u201d&nbsp;built out from some features cut from the original game.<\/p>\n<p>&#8220;We explored some ideas for random level elements in <em>Prey <\/em>that ended up getting cut for scope, so we took that and leaned more heavily into that,&#8221; said WIlson. &#8220;[<em>Mooncrash<\/em>]&nbsp;seemed like a natural extension of those ideas.&#8221;<\/p>\n<p>Since the team was short on roguelike design experience, they began studying landmark games in the genre to understand how to think about design problems like progression and world persistence between player deaths.<\/p>\n<p>\u201cGames like <em>Spelunky<\/em>, <em>Rogue Legacy<\/em> and <em>Risk of Rain<\/em>, they were basically masterclasses in these other spheres of thought that we hadn\u2019t explored yet,\u201d Wilson admitted.<\/p>\n<p>Arkane also worked to&nbsp;deconstruct the \u201cimmersive sim\u201d genre to try and figure out what the component parts are (vents, snippy emails to read, etc.) and whether they could work well in a roguelike framework.&nbsp;<\/p>\n<p>\u201cCharacter skill trees, for example;&nbsp;this was something we had on the block when we were looking at it, and we decided to keep it,\u201d said Wilson. &#8220;A linear, beat-by-beat narrative? That was something we examined and decided it didn&#8217;t belong in the DLC.&#8221;<\/p>\n<p>While sorting out what to include in <em>Mooncrash<\/em>&nbsp;Wilson says the studio also&nbsp;tried&nbsp;to preserve as much of what made <em>Prey <\/em>successful&nbsp;as possible, like Arkane\u2019s penchant for effective environmental storytelling.<\/p>\n<p>\u201cThe bulk of our storytelling happens in the environment,\u201d said Wilson. \u201cThis worked really well in <em>Mooncrash <\/em>because it takes place in a defined location, and the main character\u2019s job is to find out what happened there.\u201d<\/p>\n<p><strong>&#8220;We wanted the fresh start of a roguelike, where you can try new things without the fear of mistakes&#8221;<\/strong><\/p>\n<p>Player agency was also a key concern for the Arkane&nbsp;team, and Wilson admits that while the \u201chigh-level\u201d agency available in <em>Mooncrash <\/em>is less than what\u2019s possible in <em>Prey <\/em>(given the size and space restrictions), a lot of work went into ensuring the \u201clow-level\u201d agency players have (to say, choose how to move through an area or bypass an enemy) is about the same.<\/p>\n<p>WIlson also noted that since systemic game design is one of the core pillars of Arkane&#8217;s design philosophy,&nbsp;the team tried to fill&nbsp;<em>Mooncrash&nbsp;<\/em>with new design elements (like the hackable, progress-blocking \u201cTyphon Gates\u201d sprinkled throughout the base) for players to mess with in interesting ways.<\/p>\n<p>This is something Wilson says Arkane&#8217;s audience expects, but this approach to design also has the side benefit of keeping the game feeling fresher for longer as players progress through multiple playthroughs.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"485\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/how-arkane-built-a-roguelike-atop-an-immersive-sim-with-preys-mooncrash-dlc.jpg\" width=\"646\"><\/p>\n<p> <em>Wilson provided this visualization of how a player might progress through a big game like&nbsp;<\/em>Prey<em>, seeing a significant chunk (but far from all) of the expensive assets (shown here as dollars) on each playthrough&nbsp;<\/em> <\/p>\n<p>\u201cIt may look like there are a thousand ways to get around these things, but in truth the player only has one or two ways in the beginning,\u201d added Wilson. \u201cThen they gain more tools as they progress through the game. So it sort of means that as a player gets tired of dealing with Typhon Gates, they gain more tools for dealing with the Gates, and that creates a sense of progression.\u201d&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"485\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/how-arkane-built-a-roguelike-atop-an-immersive-sim-with-preys-mooncrash-dlc-1.jpg\" width=\"646\"><\/p>\n<p> <em>Here Wilson tries to sum up the design of&nbsp;<\/em>Mooncrash&nbsp;<em>in a similar slide, as the restrictions on what a player can accomplish in a given run ensure they&#8217;ll see more of the game in shorter playthroughs<\/em> <\/p>\n<p>Arkane\u2019s process of fitting the framework of immersive sim design around a cast of five playable characters (players start with access to just one and unlock the rest during play) was also tricky, as one of the core selling points of a game like Prey is a player\u2019s ability to customize their abilities to suit their playstyle.<\/p>\n<p>In <em>Mooncrash <\/em>each character has a much narrower set of unlockable skills, a design decision Wilson says was made in order to help players quickly grasp what a character does and how.<\/p>\n<p>\u201cEach character was focused so the player could make informed decisions,\u201d said WIlson. \u201cAll the smaller trees, they have&nbsp;enough wiggle room for the player to express themselves, but they were also heavily themed so the player could make informed decisions.\u201d<\/p>\n<p>The studio also hoped that providing multiple playable characters with narrow proficiencies would encourage players to try out different playstyles. Wilson gave a quick shoutout to Suspicious Developments\u2019<em> Heat Signature<\/em> as a great example of a game that does this well.<\/p>\n<p>\u201cWe wanted the fresh start of a roguelike, where you can try new things without the fear of mistakes,\u201d said Wilson. \u201cSo we introduced this&nbsp;concept of resetting the simulation.\u201d<\/p>\n<p>But there\u2019s still a level of persistence between simulation resets, in the form of \u201csimulation score\u201d points the player earns while playing which can then be spent to modify the simulation in future runs. Wilson says Arkane&nbsp;fell in love with&nbsp;this aspect of roguelike design, in part because of&nbsp;the sense of&nbsp;\u201cplaying a co-op game with yourself\u201d that it can foster in <em>Mooncrash<\/em>.<\/p>\n<p>As you might expect, he also notes that&nbsp;<em>Mooncrash&nbsp;<\/em>wound up being much easier than <em>Prey&nbsp;<\/em>for players to jump into and out of or play through multiple times.&nbsp;<\/p>\n<p>\u201cWhen you look at a game that\u2019s 15 hours long, and there are choices to be made in the middle&#8230;it\u2019s possible the player can come back to that game without remembering what those choices were,\u201d said Wilson. \u201cIf you\u2019ve got a shorter game, players are more likely to remember those choices in the time it takes to get back to that choice, and they\u2019re more likely to play your game more times to see those different outcomes.\u201d<\/p>\n<p>However he cautions that if the choices are too subtle and organic (something Wilson says Arkane struggled with on the <em>Dishonored <\/em>games), players can often barge through them without realizing they\u2019ve made a significant choice at all.<\/p>\n<p><strong>Keeping the game&nbsp;feeling fresh run after run after run after&#8230;<\/strong><\/p>\n<p>\u201cTo address these issues&nbsp;in <em>Mooncrash<\/em>&nbsp;we adopted a&nbsp;more roguelike approach, and so we wanted to shorten the replay loops,\u201d said Wilson. \u201cOne problem this model can cause, however, is boredom from repetition.\u201d<\/p>\n<p>To deal with that, Arkane&nbsp;built multiple starting locations into the game, \u201cso when a new character started, they\u2019d start in a different location than a previous character, but in the same level.\u201d<\/p>\n<p>This helped keep level load times low during runs, but also wound up&nbsp;helping&nbsp;players feel more familiar and comfortable with the game during character shifts.<\/p>\n<p>To keep players from getting bored of seeing the same areas and enemies time after time, Wilson says &#8220;we dipped our toes into random content generation&#8230;but rather than focusing on the amount of variability we could offer, we tried to focus on meaningful variability.\u201d<\/p>\n<p>\u201cIn <em>Mooncrash<\/em>, one of the ways we tackled this is through what we called hazard channels,\u201d he explained.&nbsp;The team created five different \u201chazard channel\u201d states (irradiated, on fire, etc.) which could be assigned (in mix-n-match chunks) to random parts of the level, and even layered atop each other, when the simulation resets.<\/p>\n<p>\u201cThe spaces can be recontextualized meaningfully for the player,\u201d Wilson explained. \u201cNow you have to decide if you want to find another way around, or use your tools.\u201d<\/p>\n<p>These hazard channels also had the welcome side effect of injecting variety into the game\u2019s look and design, helping the moon base feel less stale as players progress through the game.<\/p>\n<p>If you\u2019re interested in building levels like this, Wilson cautions that Arkane found that \u201cchunkiness\u201d in <em>Mooncrash<\/em>\u2019s randomization systems would lead to boring, \u201csame-y\u201d level layouts.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"485\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/how-arkane-built-a-roguelike-atop-an-immersive-sim-with-preys-mooncrash-dlc-2.jpg\" width=\"646\"><\/p>\n<p> <em>Another slide from Wilson illustrating how randomizing systems that output levels and other assets in&nbsp;small, homogenous &#8220;chunks&#8221; can give you a lot of levels that feel same-y, even though they&#8217;re totally unique<\/em> <\/p>\n<p>\u201cAnother way to add variety to the game was the corruption meter,\u201d said Wilson. \u201cThis kept the player from hanging around in the game, and pushes them to accomplish their goals.\u201d<\/p>\n<p>It was inspired partly by the way <em>Risk of Rain<\/em>&#8216;s difficulty steadily increases over time, as well as the ghost that appears when players spend too long on a stage of&nbsp;<em>Spelunky<\/em>.<\/p>\n<p>\u201cWe like how\u2026.it pushes the player forward to reach their goals,\u201d said WIlson. \u201cThis&nbsp;was one of the more contentious decisions we made, actually; a lot of people felt it went against the explorability of our games.\u201d<\/p>\n<p>Arkane tried to temper the pressure of the corruption meter by adding in a consumable item players can use to reset the meter, but Wilson said it was still a contentious system to implement.<\/p>\n<p><strong>Why DLC is a great opportunity for your team to experiment and expand on ideas<\/strong><\/p>\n<p>\u201cOne&nbsp;of the first drafts of <em>Mooncrash<\/em> was basically just opening up the Talos space station map form the first game and adding escape routes,\u201d said Wilson. \u201c<em>Mooncrash <\/em>ended up being much more lightweight, but the base concept of an escape game appealed to us.\u201d<\/p>\n<p>There are a number of different escape routes in the game, some of which require multiple characters to \u201cwork together\u201d between playthroughs to unlock them.&nbsp;<\/p>\n<p>\u201cThe differences add very deliberate choices for the player,\u201d said Wilson. \u201cThere are lots of choices the player has to deal with, and not only do you have to decide which escape route is most opportune for the character you\u2019re currently playing, you have to think of the characters down the line.\u201d<\/p>\n<p>Once Arkane had this in place Wilson says the studio decided to add in a reward for players who get all five characters off the base without resetting, in order to further tie together the various roguelike elements into a larger puzzle.<\/p>\n<p>\u201cWe wanted to incorporate this because it turns the game into this puzzle box, where you have to consider the strength&nbsp;of the characters, the complexity of the escapes, and the order you want to perform them in&#8230;as well as the difficulty ratcheting up as the player spends more time in the simulation.\u201d<\/p>\n<p>\u201cOur big takeaway from this project is that you should be willing to break from tradition, if you&#8217;re&nbsp;given&nbsp;the opportunity. DLC is a fertile ground for that, and even if you\u2019re not successful, if your studio is still oen, you can bring some of the lessons learned back to your next core project.\u201d<\/p>\n<p>\u201cI don\u2019t think, at the end of the day, that <em>Mooncrash <\/em>is the future of immersive sims,\u2019 Wilson concluded. \u201cBut I do think it\u2019s a future for immersive sims.\u201d<\/p>\n<p><strong>BONUS Q&amp;A&nbsp;<\/strong><\/p>\n<p>Asked after the panel about any regrets he had about <em>Mooncrash<\/em>, Wilson added that &#8220;If we had had the budget, I think it would have been cool to redo the moon base for every different character&#8217;s vignette; that would&#8217;ve been cool. If we had the budget.&#8221;<\/p>\n<p>When another GDC attendee asked about how Arkane&nbsp;decides what systems, mechanics, and items to build into its games, Wilson said &#8220;in general, the mechanics, the game objects, we look to see how many systems they can interact with themselves&#8230;and then a lot of the time stuff bubbles up through iteration.&#8221;&nbsp;<\/p>\n<p>&#8220;There are some rare&nbsp;cases where like okay, these two things interact in a way we can&#8217;t support because there are then expectations that cascade out of this, so we have to cut it off,&#8221; he added. &#8220;But in general, the more the merrier. QA loves that.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last summer the team at Arkane Studios released Mooncrash, a DLC pack for their critically-acclaimed 2017 immersive sim&nbsp;Prey that&nbsp;wrapped its systems into a&nbsp;roguelike&nbsp;game of five survivors escaping from a secret moon base. It was a fresh and innovative spin on the immersive sim, a genre of game&nbsp;Arkane has helped advance and&nbsp;define (through both&nbsp;Prey&nbsp;and the&nbsp;Dishonored&nbsp;series) &#8212; [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":89542,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-89541","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\/89541","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=89541"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/89541\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/89542"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=89541"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=89541"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=89541"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}