Masters Thesis

Conclusions

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.