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.