Effects of environment design on player decision making process and motivation
Başlık çevirisi mevcut değil.
- Tez No: 789341
- Danışmanlar: DR. CASPER HARTEVELD
- Tez Türü: Yüksek Lisans
- Konular: Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Bilim ve Teknoloji, Sahne ve Görüntü Sanatları, Computer Engineering and Computer Science and Control, Science and Technology, Performing and Visual Arts
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 2020
- Dil: İngilizce
- Üniversite: Northeastern University
- Enstitü: Yurtdışı Enstitü
- Ana Bilim Dalı: Belirtilmemiş.
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: 75
Özet
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Özet (Çeviri)
This thesis explores the properties of the visual clues that already exist in the current 3D single-player action-adventure games and how they could be enhanced to let players form an effective mental map of the environment. Visual clues and navigational aids coexist together in recent games, however, the problem is that the navigational aids overpower the visual clues by providing much more information about the surroundings to the players. In this way, players tend to rely too much on navigational aids and do not feel rewarded when they achieve their wayfinding goals. The visual clues help players to build a mental map of the environments, so the game world becomes more immersive while players feel they have agency over their journey. To make the visual clues more effective, techniques from paintings and photography were utilized to enhance the common visual clues. Players who participated in this thesis played a level built with simple geometry shapes using the Unity game engine and third-person shooter mechanics which was designed to observe if the enhanced properties of visual clues would allow players to build a better mental map of the spaces. Participants filled out a demographic survey before the playtest, in which they were asked about their gaming habits and experience in the action-adventure genre. After the playtest they were asked to complete a survey about their opinions about level architecture and navigational assistance. Furthermore, screen recording data was collected to analyze players' ability to recognize specific architectural details and form heatmaps of the most revisited places inside the level. The data indicates that there is an increase in the performance of wayfinding and mentally mapping significant areas of the level. The techniques used in this thesis could be used in future single-player 3D action-adventure games by the level designers to make the environments more readable.
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