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Metal Gear V Ground Zeroes Study

  • Writer: Lauren Pearce
    Lauren Pearce
  • Mar 28, 2023
  • 5 min read

Updated: Apr 3, 2023

*all images are screenshots taken from my own gameplay


I am currently designing a segmented outpost for Far Cry 5 and subsequently have been looking into games that could inspire the design process. Aptly this short tech demo of a game seemed suitable to try. After playing a few times, and having relished in delight, I have gathered my thoughts and admiration for it.




Guiding the view and directing the player


Figure 1a- If inside the fencing, often a guard is visible and framed through the gap in the gate. In addition, it also directly frames the landing area objective to free the prisoner of war, slumped across Snake’s shoulders.


Figure 1b- After Snake has evacuated the citizen, when traversing back you can easily gauge depth and directionality due to the layering of towers. They can quickly become beacons to guide the player back and act as warnings.


Figure 1c- The empty post area is unnerving initially, especially due to it being highlighted by the orange light. This can cause the player to wait, and if they do, often two guards will walk down and one will situate themselves within that post. This is one prime example of reality subtly and rewardingly meeting expectations with the game. The lighting of the post also can help guide the player’s eye upwards towards a high ground cover route.


Figure 1d- This area, and many others (such as the rows of cages within the fenced prison area) can help prime the player towards the pattern of looping around objects for cover and scouting out enemies’ patterns. Later, there is a key area, where stealthing this way is one of the most optimal approaches to escaping and fulfilling the end objective. The row of tents, planks and lighting contrast also help highlight an enemy situated by the crate cover. Repeated patterns and objects like this are an excellent way of priming the player's eyes for observing parallax to determine distance.


Figure 1e- In this section, around the corner enemies are often on patrol, but the light helps beckon the player towards cover and creates a complementary colour contrast against the blue-tinted environment. Furthermore, it creates a safe pocket for the player to cool down in, if perhaps they have felt overwhelmed.


Figure 1f- From a side route a ladder is visible letting the player know the purpose of traversing across the crates. They can then counter a watch tower for an easier escape from this enclosed area.




Enemy visibility and their location accessibility



Figure 2a- From the initial height vantage point if you wait, you can scout upwards of 10 enemies and there are 40 guards total on the map. Towers point towards the main entrance and the side entrance and the cliff edge cover placement. The tower's prominence and continuous torch sway naturally encourages players to explore and take the side route.


Figure 2b- Due to the area being of objective importance, it makes the initial stillness unsettling, so this vantage point allows the player to wait for expected enemies to appear and feel rewarded for correct anticipation.


Figure 3a- This shows a huggable cover enabling Snake to nestle comfortably in the corner to learn the enemy’s patrol route and sneak in. If not for both sides being covered, he would be too exposed to the enemy’s peripheral vision.


Figure 3b- This is a climbable ledge that feels more rewarding, as it does not have clear yellow bars, but instead, may have been scouted by the player from the previous vantage point. Moreover, climbing atop leaves the player exposed, so it must be timed right, which makes the cover beforehand for learning their patrol route extremely useful.





Cover placement and additional routes



Figure 4a- Due to the negative space and absence of another cover, it creates anticipation for usage, and shortly upon reaching it, enemy dialogue occurs, and their patrol route switches to go past the player. The railings along the edge, make for satisfyingly uncomfortable spying and traversing back to cover.


Figure 4b- This area upon reaching seems to be the perfect place for patterns of movement (looping around) previously established, however, there are surprisingly no enemies present at first. The lack of enemies in a space with a perfect cover system once again adds suspense and expectation.

Upon traversing back with another prisoner slung across Snake’s shoulders, enemies can be heard, which gratifying allows previous expectations to meet reality. I believe that discontinuity between the two can create heightened satisfaction within gameplay and provide players with opportunities to pause and appreciate the game.


Figure 4c- Cover is intermittently spread along the far edge of this straight path. It allows players just enough time to prone from bush to bush, before taking the guard down. Furthermore, an enemy watching over a long transportation route can only reinforce that it is an important passage to traverse.


Figure 4d- After reaching the edge of this stealth route with a mild height advantage, the objective is framed centrally and the back of a watch tower guard is exposed, which can reward the player for exploring the map and further encourage stealth in this area.




Design patterns summary:


-Often when emerging around a corner( which is an alternate route to the main path that runs through the zone) it provides taller ground to scout out the enemies or frames them noticeably whilst giving the player adequate cover.

-Enemy vantage points/watch towers are often along the edge looking down a long straight of the main path or situated centrally behind a large open area, with plenty of cover.

-Areas are created to reinforce movement patterns which could later be crucial to remaining undetected (such as rows of tents, and cages spaced apart to encourage a weaving movement)

- Negative space can be used to encourage players to use one type of cover more and create anticipation

-Temporarily pausing expectations from meeting reality to reward the player for noticing patterns

-Vantage points don’t only allow for opportunities to scout for enemies, but also to find alternate routes and climbing areas

-Colour contrast can lead the player to certain environments

-After a stealth path, the enemy’s backs can be exposed to reward the player for finding and utilising the route

-The initial enemy scout from drop-off enables the player to see a multitude of enemies and aids in setting a fiercer tone, as well as preparing the player for the scope of the level.

-Pattern recognition is key for efficiency and also enables the player to better manage ammo scarcity





Overall, I had a phenomenal time with this short prelude, with the pockets of wonder due to reality and expectation harmonising, negative space pushing me to use cover whilst simultaneously making me feel exposed. In addition, the soft tutorial-like structure of the incrementally introduced gameplay scenarios meant the amalgamation of elements clicked vividly toward the climax of the level, making for a highly captivating experience.

 
 
 

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