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"Reconnaissance" Project Overview

Engine: Creation Kit

Game: Fallout 4

"Reconnaissance" is a single player DLC mission for Fallout 4 that takes place shortly after the Sole Survivor leaves Vault 111 for the first time. The goal of the level is to reduce the ludo-narrative dissonance between the plot of saving Shawn and the gameplay mechanics surrounding settlement construction and management. This narrative-focused quest sees the player escort an NPC through a dangerous bunker, learning about the threat the Institute poses to the Commonwealth.

Design Goals

Narrative Consistency

Clear Conveyance

Seamless Integration

Addressing a common claim of ludo-narrative dissonance between the main plot of rescuing Shawn and the new major gameplay system of settlement building required refocusing the intended narrative goal.

Driving gameplay towards narrative elements meant framing narrative objects as well as consistent design language to tell players where these elements would be.

Splicing in a new quest to reframe the gameplay and bring it in line with the plot meant riding a fine line between making the gameplay necessary to the plot without spoiling future plot points.

Narrative Consistency

  • Many players have commented that the settlement building feels like a distraction from the main plot of Fallout 4.

  • Giving the main plot some new context early on, before the building begins, will prime the player for the necessity of the mechanic.

  • Reframing the urgency of "finding the baby" with "finding the baby that's been taken by an overwhelming force" supports the time the player will spend building settlements and helping factions.

Clear Conveyance

  • I drove the player towards narrative elements by framing those elements with windows and doorways.

  • I conveyed those framed elements by using contrasting areas of light and darkness. Several of those elements were also placed near keys, loot, or bodies, which drew the player towards them.

  • In both the first and second floors of the bunker, the player can see the floor's goal through a window upon first entering the area.

Seamless Integration

  • Having basic Synths show up here, instead of with Paladin Danse at Arc Jet or with Nick Valentine while hunting Kellogg, introduces them as a dangerous foe early on.

  • Combined with hints at their capabilities and the carnage the player fights through, the Institute comes across as a potentially overwhelming force that the player has no real chance against on their own.

  • Not spoiling major plot points was the major challenge of doing this - the goal was to give the player a clear threat to rally against without giving away the twists and turns of the later story.

Post Mortem

What Went Well?

  • Few geometry edits required for level layout - managed to get it close to final during Whitebox and finalized by Vertical Slice.

  • Quick but challenging combat throughout level.

  • Narrative elements came together well, giving new context to the settlement building game mechanic and the main plot of the game.

What Went Wrong?

  • Some elements, such as getting the follower to path correctly or the elevator lockdown to function, were buggy until just before Launch.

  • Getting the ceiling turrets to wait until the appropriate moment to attack was a struggle.

What I Learned / How I Fixed It?

  • I learned more efficient ways to create NavMesh so that the NPCs are less likely to get stuck on level geometry.

  • I learned how functions of pack-ins work, so I was able to get the elevator lockdown working properly.

  • I learned how to properly set factions so that the turrets were not starting combat until they were activated by the player.

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