Masters Thesis

Results and Analysis

The results of the research reveal some interesting trends about player behavior as well as information regarding the construction and layout of the map itself. Additionally the data suggests that certain methods for leading players to dead-ends work better than others.

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One surprising result of these values is that combat, which was not the focus of this map, was the second highest rated design element. In order to ensure that playtesters would be able to complete the level and hit all of the dead-ends, combat was repeatedly reduced in successive iterations of the level. Additionally all playtesters played the game on the easiest difficulty setting, which increases the damage that weapons deal to enemies and includes auto-aiming for players.

The average result for the Layout of 3.609 out of 6 (which is above the median value) suggests that players did not feel dead-end gameplay was as detrimental to their fun experience as other elements such as level of detail or dynamic lighting. This may relate to the puzzle theory idea mentioned in the field review which implies that dead-ends make areas easier for players to navigate.

Finally these results also imply that scripted sequences are strong level design elements which can be used to make areas (including dead-ends) fun for players.

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On average players hit 8.391 dead-end areas and missed 1.609 out of 10. “Hits” and “Misses” are evaluated by the examiner on a per-tester basis, if the tester enters any dead-end more than halfway or triggers special sounds or events in certain dead-ends then he is considered to have “Hit” the dead end. If a tester looks into a dead-end but does not attempt to enter it (or if he does not notice it to begin with), it is a “Miss”. Of the 10 different dead-ends in the level no dead-end was hit on every playtest although dead-end 3 and dead-end 8 only had one miss each. The dead-end with the lowest visitation rate was dead-end 10.

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The high average hit rate for dead-ends coupled with the relatively high overall rating score for the entire level (7.130 out of 10) implies that these dead-ends did not make the level significantly less fun to play. Additionally, the high hit rate as well as a few of the interviews imply that some players just like to explore regardless of whether there are dead-ends.

Further analysis: (scroll through gallery by clicking on the left or right of each image, or use the arrow keys)