Masters ThesisConclusions
The results of this thesis suggest that dead-end gameplay is
not always detrimental to overall gameplay experience; in fact
the results of this thesis suggest the opposite, that dead-ends
can add gameplay to a level that players can enjoy. Additionally
there is an implied desire for exploration in first-person
shooter games suggested by the fact that out of 10 dead-end
areas players explored an average of about 8 dead ends.
Data analysis suggests that item rewards and NPCs are good ways
to lead players through a level, since players will walk into
obvious dead-end areas because of them. Another technique that
seemed fairly powerful due to the results of playtesting was the
use of particle effects, although this may also imply a larger
connection to movement as an attracting device. Controversially,
having closed and opened doors in the same area seemed to have
the opposite of the expected result. Instead of players being
drawn to the open door in dead-end 10 first, the majority of
players preferred to explore the area behind the closed door
next to it. Another technique which gave opposite results was
lighting, which was applied at dead-end 8 to try and attract
players with contrast. While nearly all playtesters explored
this area, most waited until after exploring the area opposite
it first.
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