MAGAW 2017

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Environment Design
as Interactive Background
and World Building

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Casilda de Zulueta

One Consideration

UI is not included in the analysis.
The scope of this exercise only considers game world
(i.e. the worlds you visit).

Diegetic interface is out.

Yeah, but, why?

Does more interaction mean better interaction?

· Survey phase

On Exactitude in Science

[...] the Cartographers Guilds struck a Map of the Empire whose size was that of the Empire, and which coincided point for point with it. The following Generations [...] saw that that vast map was Useless [...]; in all the Land there is no other Relic of the Disciplines of Geography.
Jorge Luis BORGES

Levels of Interaction

An object is interactible as a conceptual opposition to another object that is not.

1. Individual objects

2. Bricks

3. NPCs

1. Individual objects

a. Doors
· The spaceship

b. Collectables
· Golden bricks
· Munny
· Guns, minor tools, food & special rewards

2. Bricks

Anything that is not an individual object or an NPC

· Blueprints are key
· Visual archetypes for contextualizing the land
· Colour means different interactivity

3. NPCs

a. Sentient (they talk)
· Humanoids

b. Nonsentient (but you can see what they crave for)
· Animals
· Still waiting for my dragon

Some observations

1. The state of the player character
alters the interaction with the world elements:

· by carrying and using one of the gun-shapped tools

· by holding guns, fruits...

How Spaces Interconnect

· Through the spaceship

Thank you! / Tak! / Gràcies!

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MAGAW 2017
Casilda de Zulueta