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    A Path to Success: Maps, and their Making

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    A Path to Success: Maps, and their Making Empty A Path to Success: Maps, and their Making

    Post by Shu Fri Jul 08, 2011 10:49 pm

    Developer Blog

    A Path to Success: Maps, and their Making





    As our game testers play The Old Republic™ and we track
    their characters, they produce a lot of data - on everything from how
    long it takes them to move across a planet, to where they stop and look
    at the scenery. We bundle all this data together into what we call
    ‘metrics’.

    Our design team loves metrics.

    We love them because when designing a game, it’s one thing to say how
    things should be, but it’s quite another to see how things actually
    are. When we see metrics, we see exactly how the game is being played in
    pure numerical form. Getting this level of insight into what you’ve
    designed is often vindicating, invigorating and sometimes even humbling.
    Of course it can also be panic-inducing at times, too!

    Let me give you an example. Some time ago, resident metrics
    enthusiast (and Lead Combat Designer) Georg Zoeller posed a simple
    question to the design team: “Which part of the user interface is opened
    more than any other when playing Star Wars™: The Old
    Republic™?” It was a simple question, but the answer wasn’t any of the
    UI parts you might expect: not our character sheet, inventory or the
    Crew Skills window. No, the winner was the World Map. And it won easily -
    by more than an order of magnitude. Let me tell you why.

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    Galactic cartography



    Having good navigation is important for any game, but particularly so
    in any massively multiplayer game, where wanderlust is positively
    encouraged. For The Old Republic, we realized that we had some
    relatively unique problems early on.

    First off, once your character leaves their Origin World, other
    planets tend to be significantly larger in terms of land mass than those
    you might find in other MMOs – sometimes five or six times as large.
    While this is really cool for creating canonically expansive worlds in
    the Star Wars™ universe like Hoth or Tatooine, it also creates
    interesting design considerations. As the player is only adventuring in
    perhaps one-sixth of the map at any given time, having one world map
    would result in everything he cares about at a given time being
    compressed into a tiny corner of the map, making that map pretty much
    unusable.

    The second problem is that Star Wars is a science fiction
    setting (well, perhaps science fantasy) at heart. As a result of this, a
    great deal of our content happens inside - inside buildings, compounds,
    space ships, space stations and so on. Nowhere is this truer than on
    the city worlds of Nar Shaddaa and Corellia which, from a map sense, are
    closer to a dungeon you might find in another MMO, than an open world
    zone. We decided fairly early on that we needed to find a map solution
    that would do indoor areas well.

    The third issue is that our worlds and content flow were still in a
    lot of flux at the time that we needed maps. As we experimented with
    marrying BioWare-style content with MMO-style freedom and zones, we were
    frequently expanding and shrinking planets, adjusting flow, adding and
    removing missions and adventure areas… all of this happened as we got
    better feedback, and a better sense of what worked for our gameplay
    style. This created a unique problem for our maps – being sure that
    players could navigate to their mission objectives was hugely important
    for us to validate our content and planet design flow. Practically, we
    could not wait for our artists to hand-paint maps every time the world
    builders made changes.

    Making a map - automatically



    What we decided to do was to have a design process which generates
    maps based on the objects that exist inside of any zone in the game
    world. To start off, a designer draws a trigger box around part of the
    world, and then designates which map that trigger box belongs to. He
    then uses a tool which effectively renders only the objects that are
    inside of that particular trigger box. This gives us a basic map image.
    After this, he runs a Photoshop tool which applies a filter that makes
    the resulting image look techy, holographic and vaguely architectural
    (if indoors) or topographical (if outdoors). Finally, an artist does a
    cleanup pass, removing visual artifacts and other noise that might have
    crept into the process.

    The end result is that we have maps that can show astonishing details
    about the game world. Chairs, crates, statues – all manner of items
    show up on the map from a birds-eye view, giving the player a real sense
    of where they are in the world. The resulting map was in fact so good
    that early on, we found unexpected obstacles were appearing on the map.
    After investigation, it turned out they were chandeliers and rafters
    rendered near the ceiling.

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    Click the above image for a larger view.

    A map of the Sith Warrior’s ship in his hangar on
    Tatooine. The map process picks up most of the detail of the zone and
    automatically renders it to the map – as an example, you can see that my
    character is standing next to a forklift.

    This mapmaking process is repeated dozens of times per planet. Each
    planet has a master world map, a handful of smaller hub maps that more
    closely approximate an adventuring zone, and dozens of interior maps
    (pretty much any building with more than one room gets its own map). The
    resulting workflow is more complex than I had imagined when we started
    the process, but not impossible. One full-time map designer does most of
    the work, and near the end of our development milestones when the world
    builders all finish up their deliverables, we give him a little help to
    be sure all the new areas get maps that are usable and polished.

    The final product is a map that looks very slick, but is still
    relatively easy for designers to keep accurate. For example, when the
    artists move or change the objects placed in a world after the initial
    map volumes are placed, we can use the process to quickly adjust those
    volumes and regenerate the map.

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    Click the above images for a larger view.

    Another example of the level of detail captured by the map making process.

    Maps with a Mission



    Of course, the look and feel of maps is really only a small part of
    their usability – what is far more important is the information that is
    shown on the map, and whether or not the player can find what they’re
    looking for. That task is handled by icons we put on the map. The
    obvious suspects are there: icons for trainers, mailboxes, galactic
    marketplace terminals, etc.

    What most players are looking for on their map are missions. We want
    to ensure players can find all of the cool stuff that our worldbuilders
    put into the world, so every mission has one or more icons on the map
    that show you where to go. Moving your mouse over an icon shows you
    which mission is satisfied in that area, your progress in that mission,
    and a rough area where mission objectives can be found.

    I know some people like hunting far and wide in a zone to find an
    objective, or reading between the lines in obscure mission descriptions
    to find their goal. However, from our point of view, we wanted to be
    sure that players were spending time on missions doing fun stuff.
    Getting missions and completing them in The Old Republic is uniquely fun
    due to our conversation system, the cinematics you’ll take part in and,
    of course, the story itself. Going to a mission location and laying
    waste to your enemies is also fun. By contrast, hunting for one
    clickable object in a large 3D space is typically not fun, nor is
    travelling through all of Tatooine (which is, again, several times the
    size of other typical MMO zones) trying to find which of the many
    Sandpeople tribes is headed by Bob, the Mission Objective.

    www.swtor.com/sites/all/files/en/db/map/db_map_04_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_04_535x300.jpg" alt=""/>
    Click the above image for a larger view.

    On this map of Tython, you can see mission icons for the
    two missions I’m on, and one icon showing a mission offer. The circle
    represents a mission icon that I’ve moved the mouse over, offering me a
    better idea of the hunting radius, as well as what I’m hunting, in a
    given area.

    Leaving a breadcrumb trail



    Of course, all of this is complicated by the fact that our planets
    have dozens and dozens of maps. Having map markers showing where your
    mission objectives are in the wilds of Tython isn’t incredibly helpful
    if, for example, you’re inside. This is, again, much more problematic on
    the city worlds, which have huge numbers of interiors.

    In order to combat this problem, we introduced a system we call
    ‘breadcrumbing’. This system allows the designer to specify which map
    ‘owns’ a mission. If a mission in your mission log is on your planet but
    not on your map, it will highlight an exit to that map, telling the
    player which way to go to get to the ‘right’ map. Moving your mouse over
    the exit will tell the player which missions are to be found in that
    direction.

    www.swtor.com/sites/all/files/en/db/map/db_map_05_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_05_267x150.jpg" alt=""/> www.swtor.com/sites/all/files/en/db/map/db_map_06_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_06_267x150.jpg" alt=""/>

    Click the above images for a larger view.

    A map of the Jedi Temple on Tython. The green icon shows
    you there are quests outside - mousing over the icon shows you which
    ones. (A colorblind-friendly version of the iconography is being worked
    on.)

    This system started out very simple, but over time has become more
    powerful in order to deal with the intricate content and complex worlds
    that we wanted to create. For example, if a mission objective is on your
    map, but requires you to go through a tunnel to get there, the
    breadcrumbing system will intelligently lead you through that tunnel.

    Like many games, we have shuttles and taxis designed to help you
    traverse the world quicker – a fact you’ll be abundantly thankful for
    when traversing the massive expanses of Hoth and Tatooine. On some
    planets, such as Coruscant and Korriban, there are areas that can only
    be reached via these travel mechanisms. Fear not, the breadcrumb system
    handles that, too.

    www.swtor.com/sites/all/files/en/db/map/db_map_07_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_07_267x150.jpg" alt=""/> www.swtor.com/sites/all/files/en/db/map/db_map_08_800x500.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_08_267x150.jpg" alt=""/>
    Click the above images for a larger view.
    If you have to take a taxi to get to a mission objective, the breadcrumb system will tell you which path to choose.

    Maps for all



    As we develop almost any system in the game, we ask ourselves if
    there are opportunities to add improvements to that system in order to
    make better group and social gameplay. As we were developing the map and
    breadcrumb systems, we realized we had a prime opportunity to make
    grouping and running missions with other players easier and more fun in
    The Old Republic with one simple addition: we show your group members’
    mission icons too.

    If other players in your group have the same mission you do, their
    name will be listed in the mouseover text for the mission icon or
    breadcrumb. If they have the mission and you do not, the icon will be
    purple. Mousing over the icons will give you more information about what
    your party member is trying to accomplish.

    This simple feature makes it much easier to group with other players.
    Players can compare their missions, figure out which missions should be
    shared, and easily optimize a path that allows both players to
    accomplish their goals while out adventuring.

    www.swtor.com/sites/all/files/en/db/map/db_map_09_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_09_535x300.jpg" alt=""/>
    Click the above image for a larger view.

    This map shows that my party member has three missions
    on Tython I don’t have – two on this map, and one following the
    moused-over breadcrumb into the Jedi Temple.

    Showing the Way



    In general, throwing maps into an MMO is easy. On the other hand,
    making maps that are comprehensive, accurate and useful to the player is
    much harder than you might imagine. Luckily for us, it was an area that
    we realized was hugely important very early on.

    When Georg told the design team that maps were the most-opened part
    of the user interface in the game, our map specialists just nodded in
    understanding. They already knew that being able to find your way around
    the world was going to be hugely important to our success. Thanks
    largely to the enduring efforts of those on the map team who believe
    passionately in the importance of what they are doing, our maps system
    are a core, essential part of the adventuring experience in Star Wars: The Old Republic.

    www.swtor.com/sites/all/files/en/db/map/db_map_10_800x450.jpg" target="_blank" rel="nofollow">www.swtor.com/sites/all/files/en/db/map/db_map_10_535x300.jpg" alt=""/>
    Click the above image for a larger view.

    Bonus feature: The map goes semi-transparent once you start moving, so you can keep it up to navigate as necessary.

    Damion Schubert
    Principal Lead Systems Designer

      Current date/time is Fri Nov 22, 2024 7:38 am