You Go That Way: Guiding Level Design in a Horror Game
2014 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE credits
Student thesis
Abstract [en]
In this qualitative study, an experimental horror game was developed to test what and how different aspects of the level design would guide players. The aspects that were used were identified in a pilot study. Five volunteers played the game and then participated in a Stimulated Recall Interview where each person was asked about their thought-process during a “choice-of-path” and why they chose to follow the path they did. They were also asked if any of the paths seemed like where they were supposed to go and how scary they felt the gamewas in general. Afterwards, the data was analyzed using thematic analysis and 16 themes that affect the player choice were identified and analyzed. The studyfound that decisions appeared to vary greatly between players, but that the mostattractive aspects of a level were brighter illumination than in the surroundingarea, easy accessibility and distinction from the surroundings. The most unattractive aspects were lesser illumination, backtracking and subjective negative associations.
Abstract [sv]
I den här kvalitativa studien utvecklades ett experimentellt skräckspel för att testa vilka aspekter av en 3D-miljös design påverkar spelarens val av väg ochhur. Aspekterna som användes i designen identifierades genom en pilotstudie.Fem frivilliga spelade igenom spelet och deltog i en Stimulated Recall Interview där varje person frågades om sin tankeprocess under varje vägval och varförde gjorde valet de gjorde. De frågades också om något av valen kändes som dit deborde gå och hur obehagligt de tyckte att spelet var generellt. Efteråtanalyserades datan genom tematisk analys och 16 teman som påverkarspelarens val kunde identifieras och analyseras. Studien fann att valen gjordavarierade mycket mellan deltagarna, men att de mest attraktiva aspekterna av en3D-miljö var högre belysning än omgivningen, lättåtkomlighet och distinktion från omgivningen. De minst attraktiva aspekterna var svagare belysningen än omgivningen, platser redan besökta och subjektiva negativa associationer.
Place, publisher, year, edition, pages
2014. , p. 40
Keywords [en]
Level design, aspects, choices, horror, game
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:sh:diva-26372OAI: oai:DiVA.org:sh-26372DiVA, id: diva2:787330
Subject / course
Media Technology
Uppsok
Social and Behavioural Science, Law
Supervisors
Examiners
2015-02-102015-02-102015-02-10Bibliographically approved