Masters Thesis

Dead-End Definition

This thesis defines dead-ends as follows:

A dead-end in a level is an area of a level which both

1.      forces the player to backtrack or otherwise retrace his steps and

2.      does not  provide essential gameplay 

The first point, forcing the player to backtrack, is the more common element of a dead-end.  If a new path opens up, in a seemingly closed room, or if the player can somehow be teleported to another area, then that part of the level is not a dead-end.  The presence of an alternate path defeats the purpose of a dead-end which is to cause the player to backtrack.

 

The second part of the definition, that a dead-end does not provide essential gameplay, means that the player is not required to enter the dead end to complete the level.  While this does not exclude the dead-end from having a reward of some sort, such as a powerup or item, it does mean that anything it does contain must not be essential for completion of a level.  If a room with only one entrance contains a key that the player must have to finish a level, it is hardly a dead end, because the player makes progress through the level simply by entering it and picking up the key.  Additionally any reward found in a dead-end must not unbalance the gameplay for the rest of the level.  If the player finds the only rocket launcher in a dead-end of a level then the area is no longer a dead-end because it significantly changes the gameplay mechanics for the rest of the level if the player chooses to explore it.

Dead-End Example Figures (scroll through gallery by clicking on the left or right of each image, or use the arrow keys)