While receiving hints is an essential part of playing an escape room, most systems don'talign with the room's overall theme. Therefore, it will have a large impact on the player’sexperience of the game. This thesis explores developing a new hint system in escaperooms within the theory of environmental storytelling. A literature review and a surveyshowed the current field of hint systems where the need of the players to receive hintsand how providing hints to the player needs to change were concluded in designrequirements. These requirements recommend incorporating the storyline in diAerentstages of environmental storytelling for a deeper connection with the narrative. Thishelps the players to engage in a flow state and provides a more enjoyable experience.As a result, two artefacts are created to experience the hint system based on therequirements in a playtest. The exploration showed that players have a more enjoyableexperience when the hint system is included in the storyline and adjusted to their needsby engaging in a flow state.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-68656 |
Date | January 2024 |
Creators | Pouwels, Lenke |
Publisher | Malmö universitet, Institutionen för konst, kultur och kommunikation (K3) |
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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