Lore Exposition in Video Games : how to effectively convey an in-game world to the player
Wołek, Zuzanna (2022)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202204296600
https://urn.fi/URN:NBN:fi:amk-202204296600
Tiivistelmä
This study examined the topic of lore and worldbuilding exposition in video
games. The objective of the thesis was to answer the question of what methods
a game designer can use to successfully convey the in-game world to the player
without breaking their immersion.
Qualitative methods (case studies) and a quantitative method (a survey) were
used to research optimal methods of lore exposition. Three video games were
analysed as case studies: Disco Elysium (2019), Soma (2015), and Half-Life 2
(2004)
The study showed that lore exposition methods can be text-based, visual, or
audio-based. Their function can be either general or specific. The study also
showed that using multiple kinds of lore exposition methods creates variety,
making the gameplay more exciting. Not all parts of the in-game world should be
shared, so that the players can draw own conclusions while playing.
Furthermore, lore exposition can be utilised as means to reward the player with
experience points and other gameplay mechanics that are helping to proceed. It
can also be used as means to create a specific atmosphere or to signal lack of
threats in a particular section of a game level.
The study also showed that it is best not to force lore information onto the player,
so that they do not feel needlessly overwhelmed. The primary purpose of
worldbuilding in a video game is to elevate the player's experience and to make
the game more memorable.
The thesis succeeded in achieving the set goal.
games. The objective of the thesis was to answer the question of what methods
a game designer can use to successfully convey the in-game world to the player
without breaking their immersion.
Qualitative methods (case studies) and a quantitative method (a survey) were
used to research optimal methods of lore exposition. Three video games were
analysed as case studies: Disco Elysium (2019), Soma (2015), and Half-Life 2
(2004)
The study showed that lore exposition methods can be text-based, visual, or
audio-based. Their function can be either general or specific. The study also
showed that using multiple kinds of lore exposition methods creates variety,
making the gameplay more exciting. Not all parts of the in-game world should be
shared, so that the players can draw own conclusions while playing.
Furthermore, lore exposition can be utilised as means to reward the player with
experience points and other gameplay mechanics that are helping to proceed. It
can also be used as means to create a specific atmosphere or to signal lack of
threats in a particular section of a game level.
The study also showed that it is best not to force lore information onto the player,
so that they do not feel needlessly overwhelmed. The primary purpose of
worldbuilding in a video game is to elevate the player's experience and to make
the game more memorable.
The thesis succeeded in achieving the set goal.