SMU Guildhall Graduate Catalog Spring 2018 — Cohort 26 | Page 58

Justin Loar Level Design « Designing Missions With Meaningful Choices My thesis involved developing a process that the player makes, which has long- missions to give players more control develop and grow. that designers could apply to their over their game narratives. I defined meaningful choices as informed decisions I chose this topic because I wanted to consequences on gameplay or narrative. from interactive fiction to mission design that players can make that have lasting My thesis establishes guidelines and best practices for building meaningful choices in game missions, including how to communicate critical information to the player, build lasting consequences, and establish long-term player motivations. My artifact is a three-mission campaign for Fallout 4 in which players gather resources and recruit soldiers to help the Brotherhood of Steel establish a new outpost in the Commonwealth. Each mission revolves around a major choice 58 term ramifications for how the outpost will LEVEL DESIGN explore the best ways to apply principles fundamentals. I took inspiration from choose-your-own-adventure games and story-driven role-playing games that aim to captivate players in immersive stories. This project provided key insights into mission design and branching narrative that could be applicable to all story-driven games.