Conference paper
First-Person Walkers: Understanding the Walker Experience through Four Design Themes
Proceedings of DiGRA/FDG 2016 Conference, pp.1-15
Digital Games Research Association Conference (DiGRA), 2016 (Dundee, United Kingdom, 01-Aug-2016–06-Aug-2016)
Digital Games Research Association
2016
Abstract
The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of First- Person Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences afforded by ‘Walkers’. We conduct a player experience study of four Walker games, Gone Home, Dear Esther, Proteus, and The Stanley Parable. From our analysis we discuss four distinct design themes specific to the Walker game experience: 1) player interaction, 2) temporal space, 3) player focus, and 4) ambiguity. We consider how each of these themes can be used to enhance the design of First-Person Walker player experiences.
Details
- Title
- First-Person Walkers: Understanding the Walker Experience through Four Design Themes
- Authors
- Alexander Muscat (Author) - RMIT UniversityWilliam Goddard (Author) - RMIT UniversityJonathan Duckworth (Author) - RMIT UniversityJussi Holopainen (Author) - RMIT University
- Publication details
- Proceedings of DiGRA/FDG 2016 Conference, pp.1-15
- Conference details
- Digital Games Research Association Conference (DiGRA), 2016 (Dundee, United Kingdom, 01-Aug-2016–06-Aug-2016)
- Publisher
- Digital Games Research Association
- Date published
- 2016
- ISSN
- 2342-9666
- Organisation Unit
- School of Business and Creative Industries; University of the Sunshine Coast, Queensland
- Language
- English
- Record Identifier
- 99567208502621
- Output Type
- Conference paper
Metrics
38 Record Views