Level flow and player guidance in a 3D multiplayer level
Kuoppala, Juha (2019)
Kuoppala, Juha
2019
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-201905067802
https://urn.fi/URN:NBN:fi:amk-201905067802
Tiivistelmä
The aim of this study was to analyse the effectiveness of both direct and indirect player guidance methods in achieving an optimal level flow in a 3D multiplayer level and how these methods should be used in practice. The goal with the thesis level design project was to design a level with minimal problems in the flow. The thesis level design project was to serve as an example of how well the methods perform in practice.
The methods of player guidance were first studied by content analysis of literature and articles of the level design field. Prototyping was then used to create the first versions of the level design project. The prototype version of the level was then iterated according to data gathered by qualitative research methods in the form of playtesting and gathering player feedback. The effectiveness of the player guidance methods was evaluated during the entire level design process.
The study showed that the different methods of player guidance analysed, evaluated and put into practice performed well and allowed for a smooth and unhindered flow in the level. The goal of the thesis project was achieved and proven in playtests in the later versions of the level. The level also gained popularity with both casual and competitive players of the game it was designed for.
The methods of player guidance were first studied by content analysis of literature and articles of the level design field. Prototyping was then used to create the first versions of the level design project. The prototype version of the level was then iterated according to data gathered by qualitative research methods in the form of playtesting and gathering player feedback. The effectiveness of the player guidance methods was evaluated during the entire level design process.
The study showed that the different methods of player guidance analysed, evaluated and put into practice performed well and allowed for a smooth and unhindered flow in the level. The goal of the thesis project was achieved and proven in playtests in the later versions of the level. The level also gained popularity with both casual and competitive players of the game it was designed for.