CaddieOpen in CaddieDownload for Mac

Why Nathan Drake Doesn't Need a Compass

Shared by Caddie Library · Updated
Game Maker's Toolkit8:16Open on YouTube
Chapters show their main points

The bottom line

Naughty Dog guides players with cues built into the level itself, using composition tricks from art and in-world landmarks from Disneyland. This lets linear games skip compasses and waypoints while keeping the pace fast and the world feeling bigger.

Key takeaways

  • Players can be guided by subconscious cues hidden in the level design. 1:17
    • Naughty Dog, Valve and That Game Company all use this approach instead of maps, arrows or special vision modes.
    • Designer Emilia Schatz calls it very much a game in psychology: work out what the environment tells the player.
  • Light, motion, colour and framing pull the eye toward the right path. 1:58
    • Light draws players like moths when the surroundings are dark. Birds that fly off in the direction Drake must go add motion that points the way.
    • Mirror's Edge uses red, Uncharted and The Last of Us use yellow, and Tomb Raider uses white to mark what matters.
  • Distant landmarks give players a goal to move toward. 5:12
    • Disney put a giant castle in the middle of Disneyland to lure visitors in. Designers call this trick a "weenie".
    • Characters keep pointing at far-off towers, trucks and bridges, which then loom over the skyline.
  • Hidden guidance makes a linear game feel bigger and keeps it moving. 6:33
    • Side paths lead to dead ends, but players who stumble on new content assume every door leads somewhere.
    • Uncharted is meant to be a rip-roaring adventure, and hunting for the next door in every room would kill that pace.
  • These cues really work, and designers can test them. 7:17
    • Turn off runner's vision in Mirror's Edge and the game becomes hard to finish without getting lost.
    • Naughty Dog's squint test, from the Crash Bandicoot days, checks that the critical path is the most dominant thing in each scene.

The secret is that Naughty Dog, and other developers like Valve and That Game Company, is telling you exactly where to go, but using subconscious clues that are hidden in the level design itself.

Mark Brown

Chapter summaries

0:00 Why linear games need guides

Hidden cues guide players without breaking the world
Interface aidsLevel-design cues
ExamplesWaypoint, compass, floating arrowLight, colour, motion, landmarks
Where it livesOverlaid on screenInside the game world
Player awarenessObvious instructionSubconscious nudge
PaceStops to checkKeeps moving
World feelPlainly linearBigger, less linear
Both approaches tell players exactly where to go, but only one keeps the world looking untouched.

Keeping players on course is so hard that most linear games rely on clunky navigation aids.

  • Most developers turn a chase into a cutscene or add a navigation tool. 0:22
    • The Uncharted 3 rooftop chase through Colombia, with young Drake, is fully playable.
    • Elsewhere, players would keep missing jumps, falling off roofs or getting caught.
    • The usual crutches are a waypoint, a compass, a floating arrow, a survivor's vision or an ethereal space snake thing.
    • Other equally linear games name the way at every step.
    • Uncharted and The Last of Us run start to finish without a map.

1:58 Framing, rules and camera in the chase

Framing, guiding lines, game rules and the camera all pull the player along the intended path.

  • Frames and lines mark the path. 2:20
    • Pillars and a wall make a portal around the lit window.
    • A line down the middle of the roof leads the eye.
    • Painters and photographers use guiding lines. Level designers can't fix a viewpoint, so they only suggest a path.
    • Art director Erick Pangilinan (2010 GDC): defining a clear path is really important, and busy schedules make noisy, confusing levels easy.
    • He separates ground from boundaries and puts shapes mid-path as stepping stone cues.
  • Rules, affordances and the camera nudge the player too. 3:36
    • Enemies you can't fight push you away, and collectibles pull like bread crumbs.
    • A ramp invites a jump, and the camera keeps the next goal centred.
    • Players can still move the camera freely. The game rarely takes control away entirely.
    • Here the enemy forces the player right, the way the birds point.

4:08 Colour, sound and weenies

A distant landmark works as a compass
Disney's "weenie" gives visitors a goal and a fixed reference point, and Naughty Dog's characters keep pointing at one for the same reason.

A contrasting colour, a sound or a distant landmark can pull players along the path without any interface.

  • Contrast makes one element stand out from the rest of the scene. 4:11
    • The guiding lines point up, so the windowsills that break that direction get noticed.
    • A bright, contrasting colour works only if the other colours in the stage are carefully considered.
    • Negative space can also form an attractive portal that draws the eye.
    • Audio helps too. The TV speakers heard in the room at the start of The Last of Us add to the pull of its light.
  • Landmarks give players a fixed point to work towards. 5:27
    • Characters keep pointing at a truck, a tower, a building or a bridge ahead.
    • The Citadel in Half Life 2, buildings in Mirror's Edge and the mountain in Journey do the same job.
    • Disney's castle also lets visitors always find their way back to the middle of the park.
    • Some guidance is plain: arrows on signs or painted on the ground.

6:08 Testing the tricks and using them

These techniques can be tested, and they serve tone and viewpoint as well as navigation.

  • Designers can check their cues by watching players and by squinting. 6:13
    • Observing random players moving through a level shows whether the cues work.
    • Even light and colour on interactive spots is worth borrowing.
    • In the squint test, designers squint and see if the critical path is the most dominant thing in each scene.
  • The same tools shape tone, attention and viewpoint. 7:33
    • Colour sets the mood of a level as well as highlighting platforms.
    • Motion keeps the player looking in the right direction.
    • Frames in the level give the best view of an important scene.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Linear games can guide players without compasses or waypoints by building the guidance into the level itself, using light, composition, motion, colour, sound and landmarks. The Uncharted 3 rooftop chase makes it worth watching, because it shows how many of these quiet tricks stack up in one short scene.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript113 lines
0:16

Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. Near the beginning of Uncharted 3, there's this awesome section where you're playing as a young Nathan Drake and you're being chased across the rooftops of Colombia. It's awesome, specifically, because in most other games it would simply be a cutscene. That's because most game developers would struggle to make sure the player is always going the right way and making the right jumps - and not repeatedly falling off the roof or getting caught by baddies.

0:46

In fact, most developers struggle to let you move through a static environment, let alone an intense chase scene, without some clunky navigational tool - be it a waypoint, a compass, a floating arrow, some kind of supernatural survivor's vision, or an ethereal space snake thing. So how does Naughty Dog do it? How does this developer let you make your way through the whole of Uncharted, and The Last of Us, without a map, when other equally linear games tell you where to go, at every step of the way?

1:13

MONKEY: We're not in the clear yet. There's the way out. The secret is that Naughty Dog, and other developers like Valve and That Game Company, is telling you exactly where to go, but using subconscious clues that are hidden in the level design itself. They use tricks to grab your attention and guide your eye, which are borrowed from artistic composition. And they use in-world navigational aids, which are lifted from Disneyworld.

1:39

"It’s very much a game in psychology," says Emilia Schatz, game designer at Naughty Dog. "You need to figure out what your environment is telling the player" "And figure out how you can give the player as much information as possible" So let's look at that Uncharted chase scene again, and see if we can figure out what the environment is telling the player here. The first eye-catching technique is light, which is streaming in through this open window.

2:04

Light is the most common and arguably effective way of guiding the player, because we flock to it like moths to a flame. Provided the surrounding area is dark enough, light sources like lamps, car headlights, flames, and sunlight will always catch the player's attention. Here, visual composition tricks are used. The pillars and wall create a frame - which is like a portal that draws that player's eye to whatever is inside. And in the middle is this line which runs down the centre of the roof.

2:33

Guiding lines are often used in painting and photography to lead the viewer's eye or focus their vision on a specific point. That's harder for level designers to use as there's no fixed viewpoint, but similar techniques can be used to suggest a path for a player. In a 2010 GDC talk, Naughty Dog art director Erick Pangilinan says "defining a clear path is really important and is something we look at all the time," and he says "When you're in a busy schedule it's really easy to create noisy, confusing environments".

3:00

So he talks about clearly separating the ground and the boundaries of the level, and says "putting shapes in the middle of the path creates a stepping stone effect that can lead the eye through". When Drake leaps over the barrier, these birds fly off. This gives us motion which, in a mostly static scene, really grabs your attention. Things like sparks, flashing lights, and banging doors are hard to ignore, and encourage the player to draw in closer.

3:27

The birds in Uncharted not only do that, but they fly off in the direction of where Drake needs to go next, subtly guiding you to the right when the more obvious route is to continue along the roof. Of course, the enemy here will force you to the right if you weren't already going that way. Rules and mechanics can push and pull the player very effectively - as you'll run away from enemies you can't attack, but will chase down collectibles like they're a trail of bread crumbs.

3:49

Down here, we see an example of affordance in level design. A ramp is there to be jumped off, and the player will dutifully play along. You can't discount the camera during this entire section, of course. It swings around, keeping your next destination in the centre of the frame. But you're always free to wiggle it about and look wherever you please - the game rarely takes control away from you entirely. Now the guiding lines point up, except for these windowsills. The contrast in directionality makes them stand out - not to mention their colour. This is another common trick in level design - as long as the colours in the rest of the stage are carefully considered, a bright and contrasting colour can really grab your attention.

4:29

Mirror's Edge famously uses red, but The Last of Us and Uncharted do the exact same thing with yellow. And Tomb Raider paints all its important elements in white. All of these tricks are used to subtly nudge you through the section and keep you on the carefully scripted path that Naughty Dog has laid out. But it doesn't stop there, as similar visual clues are littered throughout the entire game. There are other tricks, too. Like negative space, which forms an attractive portal. And audio can be used, too - everyone goes into this room at the start of The Last of Us, not just because of the alluring light but because of the distant sound of the TV speakers.

5:09

SARAH: You in here? And then there are weenies. That's right, weenies. This is a technique from Walt Disney, who plopped the giant castle in the centre of Disneyland to lure visitors into the centre as soon as they enter the gates, and give them a navigational aid so they're always be able to return to the middle of the park. So, characters in Uncharted and The Last of Us spend half the game pointing at far-off landmarks which then loom over the skyline and give you something to work towards and a static position to aid navigation.

5:37

BILL: There's that truck. ELENA: You see that tower up ahead? TESS: There she is. That's our building. HARRY: There's the tower. JOEL: Alright, there's the bridge. That's our way out of here. The same applies to the Citadel in Half Life 2, buildings in Mirror's Edge, and the mountain in Journey. And then there are arrows. Sometimes hidden in the game world as props or as markings, and sometimes literal arrows, on signs and painted on the ground that point you in the right direction. Hey, that's what arrows are there for, right?

6:08

You can use all of these examples in your designs. Even if it's just using light and colour to highlight places of interactivity. You'll need to test that it all works by observing random players as they move through your level, but you can also borrow a clever trick from Naughty Dog. Back when it was making Crash Bandicoot it would do something called the squint test, where level designers would squint their eye and see if the critical path through the level was the most dominant thing in each scene.

6:33

You may be wondering why a game like Crash Bandicoot or Uncharted needs to bother with all this, when they're already so linear. And it's true: if you're not going down the critical path in these games, you'll often find yourself at a dead end. But that's kind of the point. The game provides multiple paths for the player, and they feel like they have the freedom to explore whichever they choose. As they always seem to stumble upon new content - not entirely aware that they were subconsciously persuaded to take that path or enter that door - it stands to reason that all the other exits and doors lead to new play spaces too.

7:04

It makes the world feel bigger and less linear than it really is. It also helps keep up the pace of the game. Uncharted is supposed to be a rip-roaring adventure, and that would fall apart if you were struggling to find the next door in every room. And, crucially, this stuff just works. And you can test it for yourself: play Mirror's Edge and turn off runner's vision and you'll see how difficult it is to get through the game without these visual clues. If you're anything like me you'll get lost over and over and over again.

7:33

And finally, knowing how to use these tricks will help other aspects of your level design too as they can be used for more than just navigation. Picking the right colour for your level doesn't just help you highlight platforms, but also set the right tone. Motion can be used to make sure the player is looking in the right direction. And frames in the level design ensure the player gets the best viewpoint for an important scene.

7:58

But maybe we'll come back to all that in another video. Till then, thanks for watching. Have you ever seen a game that does something smart with navigation? Leave a comment below. Also, give the video a like, subscribe to the channel, or consider pitching in via Patreon.