
The studio behind the Grand Theft Auto series.
Gcreator of Game Maker's Toolkit testWhy Capcom is the King of Remakes
GMark Brown is the creator of Game Maker's Toolkit; Evan Hill is a former level designer at Naughty Dog testMaking The Last of Us Part II's Best Level
Gcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?
Gcreator of Game Maker's Toolkit testWhy Metro Exodus is so Immersive
Gcreator of Game Maker's Toolkit testImproving Games for Those with Cognitive Disabilities | Designing for Disability
Gcreator of Game Maker's Toolkit testHow Return of the Obra Dinn Turns You Into a Detective
Gcreator of Game Maker's Toolkit testBuilding Better Skill Trees
Gcreator of Game Maker's Toolkit testThe Rise of the Systemic Game
Gcreator of Game Maker's Toolkit testWhat Makes a Good Detective Game?
Gcreator of Game Maker's Toolkit testDeus Ex: Mankind Divided's Amazing Open World
Gcreator of Game Maker's Toolkit testHow Her Story Turns Video Clips into Clues
Gcreator of Game Maker's Toolkit testFollowing the Little Dotted Line
Gcreator of Game Maker's Toolkit testAdaptive Soundtracks in GamesLA Noire made evidence gathering work: players present notebook clues, read nervous faces, and hear music fade when a scene is exhausted. Deduction was weaker. A handful of questions with three responses, plus automated detective steps, took power from players. Lesson: design a mechanic for each investigative step and let players do the reasoning.
From Mark Brown's design analysis
LA Noire lets players present notebook evidence to catch a lying witness. Clues go into Cole Phelps's notebook, and when someone lies you can present contradictory evidence to catch them off guard.
Mark Brown uses it as a model for making talking as interesting as sneaking or shooting, imagining a Deus Ex scene where letters found in a cop's house become leverage in a negotiation.
Reading faces and body language gives players a second signal of deceit. In LA Noire interrogations you watch a suspect's face and body for signs of lying, and a nervous character may be lying, so you push harder.
"a character's body language could be just one more weapon in your arsenal"
Gathering clues is the easy part; deduction is where LA Noire struggles. LA Noire lets you spin and handle 3D evidence objects, showing that collecting clues and dialogue trees are already easy to build.
Breaking detective work into gathering, exposing lies, following leads, connecting, deducing and accusing, Mark Brown argues the later steps are the real design challenge. "It's the next bit that's really tricky."
Automating the detective process made players feel like Watson, not Sherlock. LA Noire chooses your questions, witnesses, places and items, then reduces reasoning to a multiple choice question.
Mark Brown groups it with Frogwares' Sherlock Holmes games as automating real-world processes "in ways that take power away from the player".
Limiting interviews to a few questions and three responses cheapened the payoff. Cole Phelps gets a handful of questions and three responses, which Her Story creator Sam Barlow cited as interview games restricting the player and cheapening the thrill of nailing a killer.
Barlow concluded unlimited talking was impossible, so Her Story shifted from asking questions to listening to answers.
Fading the music out tells players a crime scene has no more clues. When you wander outside the crime scene in LA Noire, the soundtrack fades out, signalling that further searching is pointless without any UI message.
From Mark Brown's design analysis
GTA's wanted level makes one crime ripple through the world's systems. Killing a civilian matters because it feeds the wanted system, which sends cop cars after you. Mark Brown calls the wanted level a stroke of genius.
"your action actually has consequences that ripple out into the different systems in the game."
GTA's linear, scripted main missions waste its rich systems. The main missions are scripted and full of fail states for not following on-screen commands, ignoring the systems underneath.
Mark Brown pairs this with Far Cry, whose missions are less fun than its open-ended camps, and argues systemic levels should set a goal and not care how the player reaches it.
A huge map works when scale suits the game, as in Los Santos. Grand Theft Auto V's Los Santos works as a goofy playground, an example of size serving the tone rather than the usual arms race for bigger, emptier worlds.
Fallout 3's lonely capital wasteland is the other example given.
Bully's small setting makes character routines visible and meaningful. In Bully characters go to class and go home at curfew, and the compact world makes those schedule changes readily apparent.
Majora's Mask's Clock Town is cited for the same effect.
Red Dead Redemption 2's tactile detail tipped into tedium without gameplay consequences. Hyper detailed animations and menus like an authentic catalogue of cowboy hats rarely changed what the player did.
"at times, it tipped the balance into tedium"
Red Dead Redemption 2 unlocks upgrades automatically, with no skill menu. Skills for Arthur and his horse improve as you play, avoiding a menu that pulls players out of the world.
Downwell is the contrasting fix: three quick upgrade choices between levels.
An optional GPS line helps players who struggle to know where to go. Red Dead Redemption 2 offers a red GPS line to your objective as a navigation aid, cited as good practice for players with cognitive disabilities.
Markerless treasure maps reward players who study the landscape. Red Dead Redemption's treasure maps show only a crude drawing of a landmark, and players must find the real match with no markers.
This lets a mainstream game keep accessible navigation aids while giving devoted players a reason to explore.
Rockstar's hand-crafted level process is not a budget most studios can copy. Rockstar is named with Naughty Dog as one of the few studios able to hand-craft levels at this quality, but reports of crunch on Red Dead Redemption 2 suggest it strained even them.
Mark Brown says the transferable lessons are the design techniques, not the budget of each person working on only a few areas.
Delisting the original GTA games for remasters backfired. Rockstar pulled the Grand Theft Auto games from Steam for remasters that turned out disastrous, a cautionary contrast to keeping originals available alongside remakes.
Capcom kept a moddable Resident Evil 4 HD remaster alongside its remake, and Nightdive released the original System Shock with source code. "it just means we need better game preservation"
It pulled the Grand Theft Auto games from Steam for its disastrous remasters, a cautionary example of delisting originals.
Delisting the original GTA games for remasters backfired. Rockstar pulled the Grand Theft Auto games from Steam for remasters that turned out disastrous, a cautionary contrast to keeping originals available alongside remakes.
Capcom kept a moddable Resident Evil 4 HD remaster alongside its remake, and Nightdive released the original System Shock with source code. "it just means we need better game preservation"
Named alongside Naughty Dog as one of the rarified few studios that can hand-craft levels at this quality. Reports suggest crunch on Red Dead Redemption 2 shows the process strained even them.
Rockstar's hand-crafted level process is not a budget most studios can copy. Rockstar is named with Naughty Dog as one of the few studios able to hand-craft levels at this quality, but reports of crunch on Red Dead Redemption 2 suggest it strained even them.
Mark Brown says the transferable lessons are the design techniques, not the budget of each person working on only a few areas.
You can present clues from your notebook to catch a liar. You also read face and body language, and a nervous character may be lying, so you push harder.
LA Noire lets players present notebook evidence to catch a lying witness. Clues go into Cole Phelps's notebook, and when someone lies you can present contradictory evidence to catch them off guard.
Mark Brown uses it as a model for making talking as interesting as sneaking or shooting, imagining a Deus Ex scene where letters found in a cop's house become leverage in a negotiation.
Reading faces and body language gives players a second signal of deceit. In LA Noire interrogations you watch a suspect's face and body for signs of lying, and a nervous character may be lying, so you push harder.
"a character's body language could be just one more weapon in your arsenal"
Its hyper detailed animations and an authentic catalogue of cowboy hats tipped into tedium and rarely led to interesting gameplay consequences.
Red Dead Redemption 2's tactile detail tipped into tedium without gameplay consequences. Hyper detailed animations and menus like an authentic catalogue of cowboy hats rarely changed what the player did.
"at times, it tipped the balance into tedium"
It offers a GPS red line pointing to the objective as an optional navigation aid.
An optional GPS line helps players who struggle to know where to go. Red Dead Redemption 2 offers a red GPS line to your objective as a navigation aid, cited as good practice for players with cognitive disabilities.
It automates detective work by choosing the questions, witnesses, places and items for you, shrinking reasoning to a multiple choice question. That makes the player feel more like Watson than Sherlock.
Automating the detective process made players feel like Watson, not Sherlock. LA Noire chooses your questions, witnesses, places and items, then reduces reasoning to a multiple choice question.
Mark Brown groups it with Frogwares' Sherlock Holmes games as automating real-world processes "in ways that take power away from the player".
Upgrades for Arthur and his horse unlock automatically as you play, so there is no skill menu.
Red Dead Redemption 2 unlocks upgrades automatically, with no skill menu. Skills for Arthur and his horse improve as you play, avoiding a menu that pulls players out of the world.
Downwell is the contrasting fix: three quick upgrade choices between levels.
The wanted level makes a civilian killing ripple into other systems, which Mark calls a stroke of genius. Its main missions are linear and scripted, with fail states for ignoring on-screen commands, which wastes the systems underneath.
GTA's wanted level makes one crime ripple through the world's systems. Killing a civilian matters because it feeds the wanted system, which sends cop cars after you. Mark Brown calls the wanted level a stroke of genius.
"your action actually has consequences that ripple out into the different systems in the game."
GTA's linear, scripted main missions waste its rich systems. The main missions are scripted and full of fail states for not following on-screen commands, ignoring the systems underneath.
Mark Brown pairs this with Far Cry, whose missions are less fun than its open-ended camps, and argues systemic levels should set a goal and not care how the player reaches it.
Lets you spin and handle 3D evidence objects, showing that gathering clues and dialogue trees are already easy to build in games.
Gathering clues is the easy part; deduction is where LA Noire struggles. LA Noire lets you spin and handle 3D evidence objects, showing that collecting clues and dialogue trees are already easy to build.
Breaking detective work into gathering, exposing lies, following leads, connecting, deducing and accusing, Mark Brown argues the later steps are the real design challenge. "It's the next bit that's really tricky."
Characters go to class and go home at curfew, and the small setting makes those routines visible. Its huge world works as the goofy playground of Los Santos, where scale suits the game.
A huge map works when scale suits the game, as in Los Santos. Grand Theft Auto V's Los Santos works as a goofy playground, an example of size serving the tone rather than the usual arms race for bigger, emptier worlds.
Fallout 3's lonely capital wasteland is the other example given.
Bully's small setting makes character routines visible and meaningful. In Bully characters go to class and go home at curfew, and the compact world makes those schedule changes readily apparent.
Majora's Mask's Clock Town is cited for the same effect.
It limits Cole Phelps to a handful of questions and three responses, which cheapens the thrill of nailing a killer. Barlow used it as an example of interview games that restrict the player.
Limiting interviews to a few questions and three responses cheapened the payoff. Cole Phelps gets a handful of questions and three responses, which Her Story creator Sam Barlow cited as interview games restricting the player and cheapening the thrill of nailing a killer.
Barlow concluded unlimited talking was impossible, so Her Story shifted from asking questions to listening to answers.
Its treasure maps show only a crude drawing of a landmark, so players must match it to the real landscape with no markers.
Markerless treasure maps reward players who study the landscape. Red Dead Redemption's treasure maps show only a crude drawing of a landmark, and players must find the real match with no markers.
This lets a mainstream game keep accessible navigation aids while giving devoted players a reason to explore.
The music fades out when you leave the crime scene, telling you no more clues remain.
Fading the music out tells players a crime scene has no more clues. When you wander outside the crime scene in LA Noire, the soundtrack fades out, signalling that further searching is pointless without any UI message.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.