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The Holy Grail of Multiplayer Level Design
Levels for Competitive and Casual Play
Andrew Yoder
Level Designer, Hi-Rez Studios
About me
● Unreal Tournament Modder
● Hi-Rez Studios Level Designer
Definitions
● Competitive - professional tournaments
● Casual - recreational play
Definitions
● Competitive - professional tournaments
● Casual - recreational play
But also:
● The motivations of competitive play
● The motivations of casual play
Definitions continued
● Competitive - professional tournaments
● Casual - recreational play
The Holy Grail - a way to serve both
Greatest Multiplayer Maps
of All Time?
CTF-Face
“Facing Worlds”
UT99
DM17
“Longest Yard”
Quake 3: Arena
“Blood Gulch”
Halo: Combat
Evolved
Properties of G.O.A.T. maps
Properties of G.O.A.T. maps
● Big, Open Environments
Properties of G.O.A.T. maps
● Big, Open Environments
● Iconic themes
Properties of G.O.A.T. maps
● Big, Open Environments
● Iconic themes
● Sandbox of play
Properties of G.O.A.T. maps
● Big, Open Environments
● Iconic themes
● Sandbox of play
● Conflict through simplicity
Properties of G.O.A.T. maps
● Big, Open Environments
● Iconic themes
● Sandbox of play
● Conflict through simplicity
● Not played competitively?
Competitive counterparts?
DM-Malevolence
UT99
“Lost World”
Quake 3 Arena
“Chill Out”
Halo: Combat
Evolved
Properties of competitive maps
● Big, Open Environments
● Iconic themes
● Sandbox of play
● Conflict through simplicity
● Not played competitively?
Properties of competitive maps
● Big, Open Environments complex interior spaces
● Iconic themes
● Sandbox of play
● Conflict through simplicity
● Not played competitively?
Properties of competitive maps
● Big, Open Environments complex interior spaces
● Iconic themes clean, minimalist themes
● Sandbox of play
● Conflict through simplicity
● Not played competitively?
Properties of competitive maps
● Big, Open Environments complex interior spaces
● Iconic themes clean, minimalist themes
● Sandbox of play focus on core mechanics
● Conflict through simplicity
● Not played competitively?
Properties of competitive maps
● Big, Open Environments complex interior spaces
● Iconic themes clean, minimalist themes
● Sandbox of play focus on core mechanics
● Conflict through simplicity item-based tactics
● Not played competitively?
Properties of competitive maps
● Big, Open Environments complex interior spaces
● Iconic themes clean, minimalist themes
● Sandbox of play focus on core mechanics
● Conflict through simplicity item-based tactics
● Not played competitively? Not played casually?
What’s going on here?!
casual competitive
Overlap of Audiences*
Fighting
games
casual
comp.
*Varies per game!
Overlap of Audiences*
Not just digital games
Layers of Skill (in an FPS)
1. Mechanics
2. Tactics
3. Strategy
Parallel skills
Psychological Models
● Self-Determination Theory
● Competence
● Autonomy
● Relatedness
● Self-Determination Theory
● Competence → mastery
● Autonomy → choice
● Relatedness → teamwork
Psychological Models
Ways to support casual play
Ways to support casual play
● Rebounds and chaos
Ways to support casual play
● Rebounds and chaos
● Easy to learn
Ways to support casual play
● Rebounds and chaos
● Easy to learn
● Limited tactics
Ways to support casual play
● Rebounds and chaos
● Easy to learn
● Limited tactics
● Sandbox play
Ways to support casual play
● Rebounds and chaos
● Easy to learn
● Limited tactics
● Sandbox play
● Single-scan arenas
Ways to support competitive play
Ways to support competitive play
● Multiple valid options
Ways to support competitive play
● Multiple valid options
● Resilient options
Ways to support competitive play
● Multiple valid options
● Resilient options
● Multi-scan arenas
Holy Grail maps
DE_Dust2
Counter Strike
“Lockout”, Halo
2
“Campgrounds”
Quake 3 Arena
Properties of Holy Grail maps
Properties of Holy Grail maps
● Intermediate complexity
Properties of Holy Grail maps
● Intermediate complexity
● Readability-focused environment art
Properties of Holy Grail maps
● Intermediate complexity
● Readability-focused environment art
● ???
Why call them Holy Grail maps?
Why call them Holy Grail maps?
● Holy Grail grants eternal youth!
Why call them Holy Grail maps?
● Holy Grail grants eternal youth!
● Holy Grail isn’t real...
Why call them Holy Grail maps?
● Holy Grail grants eternal youth!
● Holy Grail isn’t real…
● The ultimate vanilla?
Paladins
(And my quest for the Holy Grail)
Paladins
● Team FPS
● Classes
● Objectives
● Champions
● F2P
Paladins history
Paladins history
● First Person MOBA → Class-based FPS
Paladins history
● First Person MOBA → Class-based FPS
● High TTK → Medium TTK (time-to-kill)
Paladins history
● First Person MOBA → Class-based FPS
● High TTK → Medium TTK (time-to-kill)
● Chaotic → Deterministic
Paladins history
● First Person MOBA → Class-based FPS
● High TTK → Medium TTK (time-to-kill)
● Chaotic → Deterministic
● Sprawling maps → Tight maps
The Holy Grail Of Multiplayer (Andrew Yoder).pdf
The Holy Grail Of Multiplayer (Andrew Yoder).pdf
The Holy Grail Of Multiplayer (Andrew Yoder).pdf
Principles of a Paladins Level
Principles of a Paladins Level
● Strategic variety
Principles of a Paladins Level
● Strategic variety
● Simplicity
Principles of a Paladins Level
● Strategic variety
● Simplicity
● Centered on core mechanics
Principles of a Paladins Level
● Strategic variety
● Simplicity
● Centered on core mechanics
● Limit zoning, allow recovery
Principles of a Paladins Level
● Strategic variety
● Simplicity
● Centered on core mechanics
● Limit zoning, allow recovery
● What you see is what you get
● Strategic variety
● Simplicity
● Centered on core mechanics
● Limit zoning, allow recovery
● What you see is what you get
Principles of a Paladins Level
● The team felt better about the maps
● Metrics were up
● Healthier competitive scene
● But player feedback was neutral/positive
Results of these iterations:
Results of these iterations:
casual competitive
What we thought we did
Results of these iterations:
casual comp.
casual competitive
What we thought we did What we actually did?
What (some) players want
● Bigger maps, more variety
What (some) players want
● Bigger maps, more variety
● Asymmetry
What (some) players want
● Bigger maps, more variety
● Asymmetry
● Stronger themes
What (some) players want
● Bigger maps, more variety
● Asymmetry
● Stronger themes
● Map dynamics
What (some) players want
Test Queue
Test Queue
● Better understand our audience
Test Queue
● Better understand our audience
● Test specific experiments
Test Queue
● Better understand our audience
● Test specific experiments
● Reduce risk of creating lukewarm maps,
“false grails”
“Sandbridge”
“Sandbridge”
“Sewer”
“Sewer”
“Splitstone
Quarry”
What’s next?
The audience check:
The audience check:
● Who all are we designing this for?
The audience check:
● Who all are we designing this for?
● What are their needs?
The audience check:
● Who all are we designing this for?
● What are their needs?
● How does our design serve those needs?
The audience check:
● Who all are we designing this for?
● What are their needs?
● How does our design serve those needs?
● What steps can we take to answer these
questions?
Thanks!
● Glued to Games
● Art of Failure
● David Sirlin GDC 2009
● Matthias Worch GDC 2014
● Jason Vandenberghe GDC 2013
Further Reading:

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The Holy Grail Of Multiplayer (Andrew Yoder).pdf