Trailer for the Vale Rangers
shown during exhibition at the Guildhall
Vale Rangers - Synopsis
During this project, I served as a level designer working on a series of new quests for the game Elder Scrolls IV: Oblivion. My tasks included designing two new dungeon levels, creating and recording 200+ lines of new dialogue and voice over audio, creating 12 unique NPCs
for the player to interact with, eight scripted
events and puzzles the player encountered during
the new quests and journal updates for all new
quests. The overall project of Vale Rangers
encompassed providing players with new quests, a
new story arc and guild to join and most
importantly the addition of an animal companion
that accompanies players during the story arc
and through the rest of the overall game. For
this team project my overall goals consist of
the following:
Provide an interesting experience for
the player when testing their character’s
marksmanship skill
Develop interesting and meaningful dialogue and characters for the game’s story that draw the player’s interest in a short amount of time
Create a stealth based dungeon level that showcased the abilities of the player’s weapons obtained during the overall quest
Script a challenging boss battle that used previously encountered characters as reinforcements for the player during the battle
Script a strategy based battle and design a dungeon setting for the final boss of the game
Shot of the journal update given
to the player when they accept the archery
contest in Vale
Rangers.
After
accepting the task of competing in an
archery contest, the player finds an archer
in the camp and challenges them to a
contest. A major hurdle encountered during
the creation of the competition itself
consists of the player feeling a little lost
on which target they needed to shoot at
during the competition. Early designs of
the competition allowed the player too much
freedom. The archer would move to his place
and start the competition by firing at a
practice target laid in front of him. The
player had a separate target to shoot at and
often the player chose to fire at the same
target as the archer. To fix this problem,
once the player challenged the archer to a
contest, the screen dimmed and both the
player and the archer were placed into their
respective positions on the archery field.
In addition to placing the player into the
appropriate spot for the competition,
journal messages appeared for each stage of
the contest, letting the player know when
the contest began and completed.
Branching dialogue in Vale
Rangers allows the player to choose to
accept the archery contest now or leave the task
for a later time.
Shot of the player challenging a
Vale Archer to an archery contest.
After challenging the archer to a contest, the
player is placed into position and provided with
an on-screen update on what to do next in
Vale Rangers.
Another
consideration taken into account for the
contest was the possibility that the player
may not readily have a bow and arrow before
entering the contest. With this in mind, a
set of arrows and a bow exists near the
player’s position during the contest
allowing them easy access to the required
weapons needed to compete in the challenge.
When the competition begins, if
the player does not have a bow and arrow, one is
provided for them near their mark on the field.
Players position on the archery
range during the archery competition in
Vale Rangers.
At the
conclusion of the archery competition, the
player is notified via a journal update
whether they won the competition or must
return and challenge the archer again after
raising their marksmanship stats.
Journal update with the results
of the archery competition in
Vale Rangers.
A second
important element of my involvement with
Vale Rangers consists of creating
memorable characters and interesting story
elements. During a quest that required the
player to retrieve information from a castle
called New Haven, the player encounters a
blockade in front of the castle maintained
by a band of orcs. The player must meet
with the orcs’ captain to seek permission to
pass into the castle. Captain Gagfrak
however is not the typical orc, in fact he
turns out to be a lovesick orc who is using
the blockade to gain the attention of an
elven princess inside the castle.
Captain Gagfrak, the romantic orc
of Vale Rangers.
The idea
of the lovesick orc comes from classical
literature’s very own story of Cyrano de
Bergerac, a man who had the words to win
women’s hearts but not the physical
appearance. Gagfrak is similar to this idea
with a splash of Romeo & Juliet
tossed in with the racial differences
between himself and his love interest.
The small
story element of Gagfrak served only as a
mini-quest to the larger quest of retrieving
information from New Haven but his plight
and storyline serves to be a very unique
element that player’s talk about well after
the quest is complete.
Gagfrak
sends players off on a task of gathering
flowers for a bouquet to take to his love
before the player is allowed passage into
New Haven. During the task frequent journal
updates provide an exact explanation of the
quests requirements and what remains to
complete Gagfrak’s request.
Journal update displaying
Captain Gagfrak’s request of the player
before allowing them into New Haven.
Frequent journal updates let
the players know exactly where they are in
the quest for Gagfrak’s bouquet of flowers.
Once the
player recovers the bouquet for Gagfrak and
returns to him, Gagfrak then provides a note
for the player to take to his love in New
Haven. Colorful and interesting dialogue
serves to make all of the quest fun and
engaging for the player.
Orc guard who lets the player
pass into New Haven only after they have
received a love letter from Gagfrak to his
love interest.
As it
turns out, the same person the player must
gather information from turns out to be
Gagfrak’s love interest. As with other
dialogue in the game, a full branching tree
of options are available for ways the player
can deliver Gagfrak’s gifts, including
deceiving the woman into thinking the gifts
are from the player instead of Gagfrak.
Niennah, Gagfrak’s love
interest and another important character
involved in the plot of
Vale Rangers.
After
delivering Gagfrak’s gifts, they encounter
him one last time before the quest is
finished.
Returning to Gagfrak with a
response from his true love.
More unique and interesting
dialogue from a small and colorful character
in a broad spanning story line of
Vale Rangers.
For one of
the dungeon levels I created for Vale
Rangers, I was tasked with the
responsibility of creating a level that
would make good use of a new weapon the
player receives in the quest before. This
new item, the Bow of Shadows, gave the
player higher skill levels in stealth as
well as a once a day power that provided a
brief period of complete invisibility and
night vision. In order to exploit these
bonuses the weapon gave the player, I
created a stealth based mission. The
mission required players to sneak through a
dungeon full of enemies and retrieve a tome
without being seen or engaging any of the
enemies found in the dungeon.
On-screen message letting the
player know when they fail the stealth
mission.
Checking
for the player’s position in the dungeon
against the dungeon guard’s vision was based
on a combination of detection checks
performed by visible NPCs set on patrol
paths throughout the dungeon and invisible
NPCs placed at various points along the NPCs
patrol paths. The detection test is set in
script that runs while the quest is active.
This detection script uses the NPCs AI to
detect the level of alertness the NPC has
based on the proximity of the player.
Detection works from a combination of sound
and the player’s visibility while in lit
areas of the dungeon.
The player must use both his
stealth ability and the powers from granted
from the Bow of Shadows to avoid the dungeon
guard.
The base
stat boosts provided to the player from the
Bow of Shadows assists the player while
sneaking through the mission and once they
recover the tome, the player can use the
invisibility spell provided by the bow to
make it back out of the dungeon, completely
unnoticed.
Quest update after the player
retrieves the tome.
This
dungeon highlights the Bow of Shadows weapon
and displays its usefulness to the player.
The final element of this mission was to
solidify a reoccurring character that has
only played a minor annoyance role to the
player. Until this mission, the player has
encountered a character named Lenwe on
several occasions who has made threats and
warnings to the player to give up their
quests for the Vale Rangers. It is at the
end of this mission that this minor
character now becomes a major player in the
storyline by stealing the Bow of Shadows
from the player. This occurs after the
player completes their quest to recover the
tome from the dungeon and fully experiences
the benefits of the weapon. By encouraging
the player to utilize the new weapon before
it is taken away, players form a strong
opinion on the character of Lenwe and his
intentions.
Lenwe as he takes the Bow of
Shadows from the player on their completion
of the stealth based quest.
For the
finale of the game, we wanted to have two
large battles, one being a long and
difficult enemy that requires the player to
seek the aid of other NPCs to win and the
second battle being difficult at first but
easy once the correct strategy to defeat the
enemy is found.
With this
criteria in mind, my first task for the
first battle was to devise a method of
checking on the player’s current health and
when at a certain level, call in
reinforcements to aid the player during the
battle. For this I used a global variable
that stored the current health of the player
before the battle began. During the battle
I used script running during the quest to
check the player’s current health against
their starting health. When the player
reached half their initial health, I then
moved the reinforcement NPCs into a position
500 units away from the player and began
their attack AI on the enemy. At this
distance, the player did not see the NPCs
spawn in but instead they were given the
impression that the NPCs have traveled to
the scene to aid the player during the
battle.
Using NPCs as reinforcements
during a difficult battle for the player in
Vale Rangers.
The NPCs
used to aid the player during their battle
were characters introduced through previous
quests in the story. Gagfrak and his guard
return as well as Lenwe to help the player
in his time of need.
Once the
reinforcements arrived, the battle quickly
turned in favor of the player. Until this
point, to insure that the player could not
easily defeat the enemy, the quest script
used a powerful regeneration spell to keep
the enemy healthy long enough for the
reinforcements to arrive. Once the
reinforcements arrive, this regeneration
spell is taken off the enemy, appearing to
the player that now with the aid of others
the enemy can finally be overcome.
The return of previously
encountered characters in the Vale
Rangers story arc who help out in one of
the final battles.
See it in action!
The second
battle of the finale required the player to
take on a foe not yet encountered. For this
the player receives the final piece of a new
set of armor and the Bow of Shadows is
returned to the player as well. Even though
the player does not receive reinforcements
during this battle, a simple strategy is all
that is required to overcome the dark elf
druid Aerandir.
Using
journal scripting once again, I gave this
enemy a regeneration spell similar to the
enemy before. This time however, the spell
remains until a crystal found in the enemy’s
lair is destroyed. The crystal resided on a
statue found in the dungeon and emitted the
animation of a ranged health spell being
constantly cast on the enemy. This visual
cue provides players with a hint on the
strategy needed to defeat the enemy.
The final enemy of Vale
Rangers being healed by his magic
crystal before it is destroyed by the
player.
As with
most NPCs in Vale Rangers I wanted to
make this villain a memorable one even
though players only encounter him briefly
before the final battle. Designing the
dialogue and choosing the best voice actor
for the role were both critical in making
this villain a memorable character.
Aerandir, the dark elf druid,
main villain of
Vale Rangers.
Once
players find the strategy of destroying the
crystal ball healing Aerandir, the enemy
loses his regeneration spell in the journal
script and is defeated quickly.
After loosing his healing
crystal, Aerandir is quickly defeated by the
player and his animal companion.
See it in action!
Vale
Rangers was a three-month project
completed between the months of January to
March 2007 and the team working on the
project consisted of two level designers and
a faculty project advisor. During this
project I learned many solutions to common
issues in story based role-playing games
such as the most efficient use of character
driven dialogue, informative journal updates
and interesting scripting that keeps players
involved in the game.