This study investigates how visual cues can enhance player navigation in Metroidvania-style level design. This research aims to address the critical need for effective visual cues in improving player navigation within non-linear Metroidvania game levels. By delving into this aspect, we seek to not only enrich the gaming experience for players but also contribute valuable insights to game developers and researchers interested in improving their level design. Using a between-subjects design, we created a non-linear game prototype in Unity, representing the Metroidvania genre, along with three variants incorporating different levels of visual cue markedness, resulting in four versions in total. Data was collected through think-aloud protocols, observations, surveys, cued recall debriefs, and semi-structured interviews to assess participants' responses to the visual cues and their navigation strategies. The results indicate that integrated cues provided the clearest guidance, allowing players to quickly understand their objectives and navigate effectively. Subtle cues preserved the sense of discovery, while emphasized cues effectively highlighted specific items or secrets.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-531738 |
Date | January 2024 |
Creators | Zhan, Jing, Cao, Jiaxing, Kajimalwendo, Marcus, Pettersson, Willy Lars Roger |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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