SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 72

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Aubrie Starks
Level Design
Fallout 4 “ Reconnaissance ”
My goal for this Directed Focus Study was to bridge the ludo-narrative dissonant gap between the primary plot of Fallout 4 ( finding the main character ’ s son , Shaun ) and one of the main gameplay mechanics ( building settlements ). Most first-time players will discover this dissonant plot gap within the first hour of the game .
The urgency of finding a kidnapped infant runs right into a game mechanic that prioritizes slow , methodical searching and construction , which is off-putting to most players . This kind of ludo-narrative dissonance between stated goals ( plot ) and gameplay can be jarring to many players — even more so to players who focus on story , which Bethesda games primarily attract . I wanted to show that I could craft a narrative section that would bridge the main plot and the gameplay mechanic in a logical way that would make it seem necessary to first-time players .
This project refined my skills in Creation Kit and scripting . It also helped me to learn how to write believable dialogue that effectively accomplishes my goals , and that would not spoil later missions and plot points ( which proved to be the most difficult aspect of writing .) Additionally , diving deep into various gameplay elements helped me to learn how to find mechanics and tools that I would need in order to build interesting play spaces .
This type of project could be incredibly useful in the gaming industry . Finding pain points in the story for many players and smoothing them over will help ease players into the flow of the game and increase their immersion and enjoyment .
72 LEVEL DESIGN