How can we create worlds to be explored but do not fully understood? This talk discusses how to design game levels for experiences of exploration and curiosity by introducing spatial ambiguity. Focusing on the design of A MAZE and Freeplay nominated WORLD4, a multi-view exploration game where players explore a layered abstract world, we will chart out and navigate an alternative approach level design by reframing game levels as something to be scrutinised and understood. By presenting multiple design strategies designers can learn how to heighten player perception and vary navigation, seed uncertainty and encourage investigation, and subvert expectations to create surprise and foster interpretive readings. Through these insights attendees may build an understanding as to how enrich their own designs for exploratory and narrative player experiences.
Conference presentation
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Games Connect Asia Pacific Conference, 2019 (Melbourne, Australia, 07-Oct-2019 - 09-Oct-2019)
2019
Abstract
Details
- Title
- Puzzles to be explored but not solved: Designing ambiguous navigable worlds
- Authors
- Alexander Muscat (Author) - RMIT University
- Conference details
- Games Connect Asia Pacific Conference, 2019 (Melbourne, Australia, 07-Oct-2019 - 09-Oct-2019)
- Audience
- Game development
- Organisation Unit
- School of Business and Creative Industries
- Language
- English
- Record Identifier
- 99747497702621
- Output Type
- Conference presentation
Metrics
18 Record Views