Masters ThesisThe Right Way is
the Wrong Way:
Dead-End Theory in Level Design

My thesis project, completed at the
Guildhall at SMU, examined the application and use of
dead-ends for practical level design.
Additionally it looked at several reward systems associated with
dead-end areas and the effectiveness at different level design
techniques to lead players into certain areas. This thesis includes a test level created using the
Hammer editor in Half-Life 2: Episode 2. The choice of this editor was due primarily to its
frequent use in other non-related projects and the large amount
of online and offline support provided for troubleshooting.
The results of my thesis suggest that
dead-end gameplay is not detrimental to overall gameplay
experience, but instead that the amount of interactivity the
player experiences with the dead-end area is the important
factor. Results further suggest that players
tend to respond more strongly to scripted events and items than
factors such as lighting or open doorways.
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