Charm of the Unexpected: Non-linear Gameplay in the Arma Series
- Hall:
- Air Hall (Game Design Track)
What the talk is about
Ivan Buchta from Bohemia Interactive explains how non-linear gameplay is built in the Arma series. First, the game relies on universal sandbox rules (combat, AI, ballistics, vehicles, weather, large open worlds) rather than scripting small details, and the engine and editor add randomness. Second, scenarios are designed to run without the player, and AI and players have equal capabilities, so they can be swapped easily. Third, the player must be clearly informed about objectives, conditions and changes in the situation, while keeping the freedom to even do silly things. Fourth, scale and freedom come at the cost of control over cinematic moments and narrative. He shows examples of Arma 3 missions and modes. Useful for game designers working on emergent gameplay, open worlds and mission editors.