Static and procedural maps analysed for player engagement | Featuring Deep Rock Galactic & Darktide

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Published on ● Video Link: https://www.youtube.com/watch?v=U2S_2oOlliQ



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We analyse the difference between static maps and procedurally generated ones. How do both work, what are the pros and cons and are static maps heading for the scrap heap?

#DeepRockGalactic #Darktide #GameDesign

FAQ/Corrections:

Q1) You don’t exactly explain how Deep Rock Galactic procedurally generation works. Can you tell me more?

A1) It’s likely only internal DRG staff know the exact details. It's said that some cave sections are hand created, the procedural generator adapts around them. If you want to know more about procedural generation, this YouTube video explains it in more detail - https://youtu.be/-POwgollFeY?si=r3r3R-0zWt60qJL0&t=304

Q2) Why didn’t you look at other games like Warframe and did you choose Darktide because players disengaged with it, that could be the grind, not the maps.

A2) I have recently put 350 hours into Darktide, it is also a modern game. It was fresh for me and many other players, plus I had a lot of footage and experience of doing maps 20-50+ times, that's why I chose it. I have not played Warframe but if you have some interesting information to share in the comments I’m considering doing a follow up to this video.

Q3) Are you suggesting single games where you play through a campaign should not have static maps?

A3) No I’m not. I'm purely looking at this from live service games or ones that want us to continually play the same maps over and over again. But… If game developers with single player campaigns made use of iceberg maps and included more game mechanics that incentive multiple playthroughs, then the iceberg style of map even in those games could have an interesting place I think.

Q4) What about games like Counter Strike, people don't get bored of those static maps!

A4) Competitive PVP games are different in nature to PVE horde shooters. PVP you want the map to be designed in a fair way for both sides every play. The random nature comes from the Human opponents that keep it fresh each time play. Random elements like my iceberg idea would be interesting but it would be hard to ensure the map was fair. It might also distract from the PVP.

Q5) You don’t provide many ideas for improving that Darktide map, a tower defence mini game, is that it?

A5) The fuel pump was just an initial idea that starts to explain the concept of events overlapping. More details below:

On the way towards the bridge there could be multiple paths to take 2-3 for example. One of those paths has the fuel pumping room as mentioned. The other two routes have their own versions of the fuel pumping room that impact the map in different ways.

When the players get to the bridge fight, they might have multiple choices, ignite the bridge or fuel and use the elevator (path 1). Or perhaps they lowered the bridge, avoiding the fight entirely and a new route is opened up (Path 2). And so on. Each of these new pathways would have a similar 1-2 different events or routes.

When you get to final objective, the choices you made might hinder or help. “You didn’t use the fuel to ignite bridge, now you have less ammo, health and medkits because that fight is tough.” Or, “You lowered the bridge and that took you on a route that has two mini bosses (Deamonhost that you can avoid but you decided to kill it) and a Beast of Nurgle that is always on this route. You killed them both because that provides greater mission rewards, but that took time and the route to the easier final objective on this path is time gated, the two boss fights slowed you down and made it is so the only final objective on this path open to you now is way harder.

And the options go on, but you see my thought process fleshed out. The map has now created, risk to reward, player agency in their actions or even how they use their time, player choice in paths and actions to take with real outcomes to what they choose to do. Plus, variation each time they play, sometimes massive variation compared to the last play, others maybe minor, but it is still more variation than the normal version of this map.

LINKS:

GAMING EXISTENCE DISCORD SERVER - https://discord.gg/EB6AVGQCFD

LEVEL DESIGN LOBBY PODCAST - It starts off quite slow, but these are good early episodes to get you started: Episode 7; 9; 11; 15; 18; 20 - https://leveldesignlobby.libsyn.com/

GAME DEV UNCHAINED PODCAST – So many great podcasts that will help you understand the industry massively - https://podcasts.apple.com/gb/podcast/game-dev-unchained/id1043547750

FRIENDS PER SECOND PODCAST – This one is a bit more fun and entertaining and they have great interviews with a mix of gaming industry experts - https://podcasts.apple.com/gb/podcast/friends-per-second/id1629844110

0:00 Intro
0:42 What are static maps
3:46 What is procedural generation
7:01 Pros and cons
10:40 Tactics to keep engagement
12:39 issues with static maps
16:07 Truly static map example
19:01 Iceberg style of maps

Thumbnail attribution glitch text - https://graphicriver.net/user/state7/portfolio




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Tags:
DRG
Darktide
Warhammer Darktide
Warhammer
40k Darktide
Deep Rock
Galactic
Static Maps
Traditional maps
Game design
gamedesign
Procedural
Procedural generation



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