Game Design & Systems Design
Starfield:
“Frozen in tyme”
creation kit | 280 hrs | singleplayer
high-level design goal:
robust gameplay with a branching narrative
execution
branching narrative
The player accepts a request to investigate a sudden security lockdown at a mineral research lab on the frozen planet of Toliman II.
Eventually, they discover that the lockdown was caused by “Tymelium”, a recently discovered compound. Tymelium is poisonous to humans and plant life while also causing mining robots to act violently.
Branch: Near the end of the quest, the player must choose to either…
A.) Stop the violet attacks from the robots but sacrifice the environment surrounding the lab and town.
B.) Save the environment by resuming the mining operation but allow the robot attacks on the townspeople to continue.
visible impact on world
Neither choice is “correct” - both have consequences the player must consider and weigh against another.
Both choices have unique, significant impacts on the world:
Choice A results in many townspeople leaving, as the surrounding environment will soon become uninhabitable.
Choice B leads to the death of multiple NPCs due to the robot attacks.
playable with any character
All gameplay elements scale with player level (enemy difficulty, loot quality, etc.)
Opportunities for different playstyles/builds are incorporated, like lockpicking and jetpacking.
gallery
postmortem
What Went Well
Implementation of choice impact: My scripting architecture that controls how the world changes after the narrative branch was built modularly such that it was easy to add/remove gameplay based on the player’s choice. This resulted in a higher quality of visible impact.
Narrative design: NPC dialogue felt organic and engaging, which created digestible narrative beats.
Exterior decoration: The outside portion of the level took advantage of the snowy environment to create a strong visual identity for the town.
What needs improvEMENT
Conveyance for mechanics: The turret-hacking mechanic lacks conveyance to decern which turrets are actually being hacked by the player. Props, colored lights, and reinforcing SFX are an ideal solution.
Interior decoration: The interior section of the quest (the lab) could benefit from a few more aesthetic passes. More props, texture variation, and VFX would make a significant difference.
Even Better If…
Accommodate for more playstyles: A few player archetypes lack opportunities to use their skills in the quest; Social and Science perk builds especially.