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Video Game Space Designing Believable
Video Game Space Designing Believable
Video Game Space Designing Believable
ŁUKASZ SCHWARTZ
NR ALBUMU: 295396
PRACA DYPLOMOWA
LICENCJACKA
PROMOTOR:
DR TOMASZ GNAT
SOSNOWIEC, 2016
FACULTY OF PHILOLOGY
ŁUKASZ SCHWARTZ
NR ALBUMU: 295396
B.A. THESIS
ADVISOR:
DR TOMASZ GNAT
SOSNOWIEC, 2016
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Data Podpis autora pracy
CONTENTS
INTRODUCTION..................................................................................................5
CONCLUSION.....................................................................................................34
BIBLIOGRAPHY.................................................................................................36
SUMMARY...........................................................................................................40
STRESZCZENIE.................................................................................................41
5
INTRODUCTION
As the medium of video games matures and both the detail of the audiovisual
representation and the complexity of the storytelling increase, more and more care
has to be put into facilitating and maintaining the willing suspension of disbelief
within players in order to ensure a level of immersion into the games' virtual
worlds. The aim of this thesis is to provide insight into methods of designing and
developers in this regard. The thesis will ultimately attempt to answer the question
of how video game space relates to both gameplay and narrative, and how these
The thesis will be divided into four chapters. The first chapter will provide
environment in a video game. The following three chapters will each deal with an
The second chapter of the thesis will specifically focus on the issues faced
by developers while creating boundaries around the areas accessible to the player.
presented first, while the second part of the chapter to present examples of
The third chapter shall focus on the idea of navigation within games. Three
world. The chapter will also venture into issues that can be encountered while
The fourth chapter will focus on bringing detail into the environment and
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providing meaning to it. First, the choice between realistic and stylised visual
styles will be briefly discussed. The chapter will then proceed by introducing and
The thesis will conclude with thoughts on the relation of video game space
toward the aspects of gameplay and narrative, a well as point to a common thread
referenced from assorted video games, illustrating issues arising within their
respective environments and how these issues were tackled by the developers of
exact understanding of the concept tends to vary, the general idea is that of being
does not assume that its ideal state should be a total simulation indistinguishable
from reality, a position which researchers Katie Salen and Eric Zimmerman refer
to as the “immersive fallacy”1 and gaming theorist Tadgh Kelly as the “simulation
therefore aim for an amount of simulation which provides the most enjoyable
but for the purposes of this work, focus will be put on spatial immersion,
argues that immersion correlates to the concept known in the field of psychology
1 Katie Salen and Eric Zimmerman, Rules of Play - Game Design Fundamentals (Cambridge,
Massachusetts, London, England: The MIT Press, 2004), Chapter 27, p. 31.
2 Tadgh Kelly, “Simulacra or Simulation [What Games Are Not],” What Games Are, February
23, 2011, accessed June 13, 2016, http://www.whatgamesare.com/2011/02/simulacra-or-
simulation-what-games-are-not.html.
8
as “presence”, and more specifically “patial presence.” As Madigan puts it: “[t]he
idea is just that a game (or any other media from books to movies) creates spatial
presence when the user starts to feel like he is 'there' in the world that the game
creates.”3
Another concept that will be used throughout the thesis is that of gameplay
being in control of one's actions.4 Katie Salen and Salen and Eric Zimmerman
[G]ames are one of the best kinds of activities to produce flow. The
rules, goals, feedback, uncertain outcome, and other qualities of
games make them fertile terrain for the flowering of a flow
experience. We believe there is an intrinsic connection between game
play and flow. Although the maximum flow “optimal experience” that
Csikszentmihalyi describes is rarely achieved, all forms of play in
some way partake of the flow experience. The conditions for flow are
established as players find the interstices of a rigid structure, engaging
with rules in order to play with them and transform them. Flow is one
way of understanding that pleasure which draws players to a game and
keeps them there.5
While flow is mostly connected to gameplay in the context of games, it can also arguably
poet and philosopher Samuel Taylor Coleridge in his 1817 work Biographia
Literaria, describing the ability of the reader to derive enjoyment from a literary
used not only with regards to literature, but also more broadly with regards to
3 Jamie Madigan, “The Psychology of Video Game Immersion,” Psychology Today, 03 July,
2012, accessed June 13, 2016, https://www.psychologytoday.com/blog/mind-
games/201207/the-psychology-video-game-immersion.
4 Mihály Csíkszentmihályi, Flow: The Psychology of Optimal Experience (New York, Harper
and Collins Publishing, 1992), p. 3.
5 Salen and Zimmerman, Rules of Play, chapter 23, p. 10.
6 Samuel Taylor Coleridge, Biographia Literaria (Princeton, New Jersey: Princeton University
Press, 1984) Vol. II, pp. 1-5.
9
player's freedom of movement and focus. This is true especially in the case of
“open-world” titles which allow the players to relatively freely explore their
bounds, due to both the limitations of technology and conscious game design
character's movement. Gareth Griffiths identifies the main issue regarding video
game boundaries thusly: “What happens when we cannot tell the difference
between a 'friendly' barrier (one which we can interact with in some way) and one
importantly, how does the player feel and what do they do to overcome this?” The
that for the purposes of this work, this history will be presented in a somewhat
simplified fashion, since it would be beyond the scope of the work to cover all of
Owing to the limited technology of the time, early video games often
oft restricted to the screen space. As such, the bounds of movement were quite
11
frequently marked by the edges of the actual screen the game was displayed on.
One of the most well known early arcade video games, Pong, released in 1972 by
representation of a table in a table tennis game, with the caveat that the top and
bottom edges actually behave like walls which the ball bounces off – a necessary
modification considering the 2D space of the game. The left and right edges do
not serve as wall, but still serve as boundaries – if the ball does not hit the player's
pallet and bounce off, it leaves the screen, resulting in a point for the other player.
Both the early films and the early games also acknowledged that
there was a space outside of the frame, even if it was never
shown; for example, in PONG, missed balls fly off screen,
scoring a point and in Space Invaders, bullets missing the
invaders fly up and off-screen. Likewise, Lumiére's Workers
Leaving the Lumiére Factory (1895) showed people moving
through the frame who disappeared off the edge of the screen in
a manner similar to the bullets and balls. Although this off-
screen space was not actively used (objects leaving the screen
were not seen again), its presence was implied in both cases.7
This existence of unreachable space beyond the playing field will later become an
important factor in 3D games, where the player can often see further than their
and one which features a more complex setting, is Donkey Kong, released in 1981
the use of sprites depicting metal girders and ladders. Still illustrating the abstract
nature of early games, at least some of the girders seem to be suspended in mid-
7 Mark J. P. Wolf, The Medium of the Video Game (Austin, Texas: University of Texas Press,
2001), pp. 55–56.
12
air, with no visible supports. While the bottom part of the screen uses a platform
as a floor, both the left and right sides of the screen feature no visible walls, yet
Some other games, rather than having the player be stopped by the edges
leaving the screen reappears at the opposite edge of the screen. A well-known
example of this technique is the game Asteroids, released in 1979 by Atari, Inc. In
Asteroids, the player took control of a spaceship amid an asteroid field. The aim of
the game was to break apart the eponymous asteroids by shooting at them, while
avoiding collision. Both the player's ship and the obstacles would wrap around the
Soon, games moved beyond a single screen. At first, this was done through
a technique called flip-screen, where upon reaching the edge of the screen, the
screen would switch to the next portion of the scenery, with the character starting
at the opposite edge of the screen. The edges of the screen stopped being
example is The Legend of Zelda, released in 1986 by Nintendo. In many ways, the
game can be seen as the precursor to modern open-world games, and is often
games. Lizzy Finnegan lists some of the most important innovations which
support this:
Now that there was the ability to save your game, it was time to
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The quote also illustrates how higher degree of amount of free exploration
The Legend of Zelda attempted to portray a fairly open fantasy world with
features of terrain, such as cliff sides or water, but also ones representing trees,
creating what may be referred to as “forest walls.” The forest wall in particular is
games with realistic graphics: while the player is prone to accept this type of
bound to notice the absurdity. As Kyle Hillard observes in his article “The Worst
Artificial Barriers In Video Games”: “The average tree is about two feet in
diameter, and in the average woods they usually grow around five feet apart. In
the world of video games, however, that is a gap that no amount of squeezing will
let you through. “9 This absurdity is sure to damage the player's suspension of
8 Lizzy Finnegan, “How The Legend of Zelda Changed Video Games,” The Escapist, February
26, 2016, accessed June 13, 2016,
http://www.escapistmagazine.com/articles/view/videogames/16779-How-The-Legend-of-
Zelda-Changed-Gaming.
9 Kyle Hillard, “The Worst Artificial Barriers In Video Games,” Gameinformer, August 30,
14
disbelief.
With the advent of 3D graphics and the stride towards increased realism came
new challenges. The simplest way of restricting players' movement at the edge of
an open environment is the invisible wall. At some point, the player is blocked by
an arbitrary barrier. The player's character either simply stops moving in the
barrier may actually have a visual representation, such as, for example, a line
rendered on the ground, but it is clear that this boundary is not part of the world
represented by the game, but rather a feature of the interface. As such, the barrier
is visible to the player, but it would still be invisible for the player's character. In
Discourse”, Robert Buerkle describes a typical player encounter with the invisible
wall type of barrier in the game The Elder Scrolls IV: Oblivion:
I move through the hills and valleys, traipse over a grassy ridge,
and see below me a blue stream winding west to the sea, I hop
down from a rocky outcropping and continue striding ahead,
when suddenly, and without explanation, I hit what appears to be
an invisible wall.
'You cannot continue this way. Please turn back' I'm told
by white text that appears at the top of my screen. Defying this
request, I attempt to press my avatar ahead, yet my movement
continues to be blocked by this invisible barrier. I try to run
around the impenetrable blockade, yet everywhere I go, the
invisible wall blocks my progress. I can see the open hillside
continuing in front of me, the stream still winding below yet try
as I might, I cannot continue any further. My Redguard Crusader
ineffectually runs in place, impeded by an invisible barrier for
which the game offers no explanation. For a brief moment, all
semblance of the game's internal reality subsides; I've reached
Notable in this example is the interface message accompanying the invisible wall.
Certain games feature similar messages, that offer justifications for this kind of
military-themed games such as Metal Gear Solid V: The Phantom Pain, released
predetermined “mission area.” Jesper Juul offers another example: “In Battlefield
1942 [released in 2002 by Electronic Arts], the player approaching the edge of the
screen is informed by a textual message, 'Warning, you are leaving combat area.
Deserters will be shot.' This is known as invisible walls: The fiction gives no clue
that the world ends, but for no apparent reason, the game space ends.” 11 While
favourable view: “This is a more believable diegetic boundary and yet is not
the represented historical system which the player's character is depicted as part
in 2007 by Ubisoft. Here, the environment the player character spends the most
form of meta-narrative device not only allows the justification of invisible walls,
but also potentially any other discrepancies found within the game world.
An arguably better approach than the use of the invisible wall is to block
the player through the use of barriers that are diegetic. These often come in the
form of barriers typical to natural terrain – steep cliff sides or large bodies of
water. While usually not completely insurmountable in the real world, these types
of terrain are considerably more difficult to traverse, which lets players more
easily accept them as a limit to their characters' mobility. An obvious and common
technique used in the creation of open-world video games is to have the game be
set on an island. This allows for an area that is justifiably mostly cut off from the
rest of the world. Examples include the Grand Theft Auto III, released 2001 by
Rockstar Games or The Elder Scrolls III: Morrowind, released 2002 by Bethesda
Softworks.
may take the form of fantastical elements. Throughout the game Half-Life 2,
antagonists. This provides a boundary that is not only justifiable, but that is also
used for dramatic effect, illustrating the aliens' stranglehold on the planet. The
cataclysmic ravines in the streets of the town to prevent the characters from
leaving. The origin of those rifts is never explained, but this fits in with the
generally mysterious tone of the game and the uncertain status of Silent Hill the
town. In combination with the thick fog, the ravines create a sense of the town
being completely isolated from the outside world, with escape seemingly
even further from reality, morphing into a hellish version of itself. Parts of the
streets are replaced with metallic meshes revealing that the town is seemingly
17
attempts to leave, and focus on more immediate goals offered by the games.
acceptable. Often times, objects are used as barriers which would be easy to
traverse in reality, especially if the situation called for it. The internet wiki site TV
usually between ankle and chest height, that should be reasonably easy for any
abled-bodied [sic] human to traverse, but the character(s) can't climb or step over
simply because the game doesn't include such an action.” 13 A barrier that should
invisible wall, in that the player will likely regard it as an arbitrary, unjustified
limitation.
Even when a barrier seems relatively reasonable, care needs to be put into
denotes breakable objects: crates can be smashed to reveal their contents, wooden
happen and wooden objects are also used as unbreakable and impassable barriers.
player, who has come to expect that wooden objects blocking their path can be
destroyed. The player's feel of the flow of the gameplay is thus interrupted,
unbreakable wooden barrier to be a bug in the game and seek technical help rather
than search for an alternate route. Temporary barriers and their importance to
13 “Insurmountable Waist-Height Fence,” TV Tropes, last edited June 15, 2016, accessed 13 June,
2016, http://tvtropes.org/pmwiki/pmwiki.php/Main/InsurmountableWaistHeightFence.
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This chapter's main focus will be on navigation through the space of a game, and
how it affects the perception of the environment by the player. It will start with an
navigation will be introduced. The chapter will then proceed to discuss issues
As discussed in the previous chapter, early games were often confined to a single
screen. A popular type of game which started to emerge was that of the platform
game, also known as the platformer. Here, the player character would run and
Similarly to platform games, early first person shooters also often featured
once infamously stated that “Story in a game is like a story in a porn movie. It's
expected to be there, but it's not that important.” 14 these games had relatively
simple backstories, mostly just there as general themes for the level decor.
came with Half-Life, released in 1999 by Sierra Studios. The game is mostly set in
introductory sequence of the game - a tram commute through the facility to the
After the inevitable catastrophic event which sets off the proper action of the
game, the player's main goal becomes survival, as they try to evacuate the
either caused or exacerbated by the catastrophe. In his review of the game for
From Green's description, it is easy to notice how both the technology allowing
15 Jeff Green, “Half-Life,” Gamespot, January 2, 1999, accessed June 22, 2016, archived at
http://web.archive.org/web/20000816005900/www.gamespot.com/action/halflif/review_cgw.ht
ml.
21
for smoother transitions and the continuous yet varied environment contribute to
Half-Life 2 changed the setting from the interiors of Black Mesa to the
streets of of a dystopian Eastern European city. Despite the more cramped spaces
of the original, it is the sequel which often feels more restrictive. This can be
explained when one starts to analyse the in-universe reasons for limited
navigation. Compared to Black Mesa, City 17 does not seem to have a strong
more restricted than is visually suggested. The strong sense of place created by the
surroundings causes the player to feel the need to explore, however attempts at
exploration are rarely rewarded, and the player is constantly locked and funneled
expectations fuelled by the visual space and the restrictions forced upon the
player. A conclusion can be formed that showing the player too much of the world
Metroid and Castlevania, two series which popularised this type of gameplay. In
becoming available to the players as they gained traversal abilities (such as, for
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items. This structure of the exploration is similar to that mentioned with regards to
the Night , Koji Igarashi, revealed that Zelda was the inspiration for the game.16
Interestingly, while the Legend of Zelda series was the first to successfully
which have been referred to as 3D metroidvanias include the Dark Souls and
the rooms have to be modelled? How to handle the player knowing which doors
are open, which unlockable and which can not be opened at all? One of the
frequent criticisms levelled at the Silent Hill series is the abundance of interiors
consisting of corridors lined with doors, which the player needs to tediously check
in order to progress through the game. In an article for The Dominion Post, Andy
I've been playing Silent Hill games lately and doors keep getting
in the way of my fear. Every corridor and courtyard is full of
them, except what they're really full of is lies and pretty pictures.
You see, they aren't really there at all. They're just decoration, a
way to fill the gap between the last door you went through and
the next scene. A cheap way to fancy-up a boring piece of
scenery. 17
16 Jeffrey Matulef, “Koji Igarashi Says Castlevania: SotN Was Inspired by Zelda, not Metroid,”
Eurogamer.net, March 21, 2004, accessed June 22, 2016,
http://www.eurogamer.net/articles/2014-03-21-koji-igarashi-says-castlevania-sotn-was-
inspired-by-zelda-not-metroid.
17 Andy Astruc, “Locked Doors and Other Horror Cliches,” The Dominion Post, last updated
23
While this type of complaint is understandable, the flow of the gameplay in Silent
Hill series, and in the genre of survival horror in general, is arguably defined by
this type of slow and methodical exploration. Attempts at speeding up the pace of
horror games have lead to actionised horror titles which have met with lukewarm
reviewer Jim Sterling characterised as “stuffed to the gills with bombastic action
segments, car chases, and relentless chaos, Capcom has abandoned any pretense
audacity.”18 It can be concluded that the pace of the gameplay should be controlled
in a such a way that it is consistent with the narrative genre of the game.
Open-world games, such as the aforementioned Grand Theft Auto or The Elder
Scrolls series, provide the highest level of freedom for player navigation. The
environment is ideally fully explorable within the outer bounds of the game space,
the right direction at specific times, in order to proceed the narrative. This can be
achieved without the use of intrusive prompts can be through the use of
up of structures around the level which then act as landmarks for the player. 19
While Barclay does not list them here, environmental props are also a common
While not actually an open-world title, one of the best examples of a game
starting the game, the player character is dropped without any clear exposition
the horizon into every direction. The clearest point of reference is a mountain
looming in the distance, with a shaft of light beaming toward the sky. It is this
mountain which organically becomes an end goal which the player will attempt to
reach. In a review of the game written for the site Gamespot, Jane Douglas
observes:
The objectives mentioned are the various points of interest that the desert pock-
cloth dancing in the wind. As mentioned, all of these are placed in such a way as
to draw the player towards them and investigate, each guiding the player along
The transition between two levels of a game hides another potential trap for
developers: spatial continuity. In games like The Legend of Zelda, the overworld
dungeons. Upon entering an interior, the player would find themselves in spaces
much larger than their representation. This convention was taken for granted due
noticeably larger on the inside than the outside may easily break the players'
Still, scale discrepancies are only one of the possible pitfalls when dealing
with level transitions. In Dark Souls II, released in 2014 by Bandai Namco
Games, one of the criticisms from players involved several illogical level
the top floor of Earthen Peak, a towering windmill, only to travel via elevator
upwards to the Old Iron Keep, a fortress surrounded by lava. This volcanic
environment would have to illogically exist atop the windmill of Earthen Peak.
writer Gabriel Zamora included this aspect of environmental design in his list of
reasons why the downloadable content for Dark Souls II provides, in his opinion,
This shows how important spatial consistency is to both flow (convenience) and
believability (meaning).
Prey (released in is 2006 by 2K Games) effectively built around the idea of the
player character having to find and fight his way through an alien environment
defying logic. The game is mostly set aboard the Sphere, an enormous
including portals, variable gravity and size shifting. The game uses these as
integral elements of gameplay, and pushes the players to learn how to navigate
22 Gabriel Zamora, “5 Reasons Why the Dark Souls II DLC Bests the Main Game,” PC Mag,
October 14, 2014, accessed June 22, 2016,
http://www.pcmag.com/article2/0,2817,2470373,00.asp.
27
While the previous chapters focused on This chapter will attempt to answer the
question of how to set up details that breathe life into a world and make it seem
lifelike. Naturally, designing the space is only part of this process, other aspects
include character dialogue, audio cues, in-game text among others. However,
regardless of graphical fidelity, and that both realistic and stylised visuals used to
illustrate an environment can be used to achieve this. The use of a particular visual
style is the choice of the developers, but they should consider the effect they want
At the level of high concept, the games Deus Ex: Human Revolution
(released in 2011 by Square Enix) and Neon Struct: Die Augen der Welt (released
in 2015 by Minor Key Games) share many similarities. Both are set in cyberpunk-
themed worlds, concerned with conspiracies and feature stealth as one of the main
gameplay elements. However, the way that environments are visually portrayed
differs drastically.
realistic side of the spectrum, and the environments are highly detailed. The Art
video that the idea of clutter was one of the main visual directions he gave for the
28
game, resulting in around 1300 or 1400 various props being designed for the
game.23
are relatively simple and the use of environmental props is deliberately minimal.
And yet, reviewer James Cunningham notes how “[e]very level is a compact open
space to explore, filled with interconnected buildings that feel believable despite
their blocky style.”24 The visual style also mirrors the simplified, distilled
Revolution.
Thus, the example of the two games illustrates how similar concepts can
Don Carson, a designer and illustrator who had previously held the position of
Senior Show Designer for Walt Disney Imagineering, explains the idea of
guest at a theme park attraction walks through, and calls it one of the secrets
behind the design of entertaining themed environments.25 Game and level designer
23 GamerNL, “Deus Ex: Human Revolution - Developer Diary,” Youtube, June 30, 2011, accessed
June 22, 2016, https://www.youtube.com/watch?v=5BqDpuPVdbA.
24 James Cunningham, “Review: NEON STRUCT,” HardcoreGamer, June 29, 2015, accessed
June 22, 2016, http://www.hardcoregamer.com/2015/06/29/review-neon-struct/151593/.
25 Don Carson, “Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons
Learned from the Theme Park Industry,” Gamasutra, March 1, 2000 accessed 22 June 2016,
http://www.gamasutra.com/view/feature/131594/environmental_storytelling_.php.
29
can be encountered in his makeshift study. The player could question the choice of
place for this study, located in a ruined building beset by shambling undead
However, one element of the decor stands out: a chair refashioned from one of the
degree of power allowing him to safely bring this piece of furniture into the study.
The cross-chair stands in front of a desk with an unravelled magic scroll, and
surrounded by shelves and crates holding more scrolls and books. Orbeck is
clearly unfazed by his surroundings and focused on his work studying the
The above example is only one possible interpretation of the detail, neither
not fully intended, can benefit a game. In Deus Ex: Human Revolution, the
who has recently been gravely injured in an attack on his employer and had went
“I never asked for this,”26 says Adam in a memorable quote from the game.
smashed bathroom mirror, suggesting a level of resentment for his altered body.
This detail, borne partly out of technical limitations (the game's engine does not
allow for true reflective surfaces), is not the only detail of the apartment which
gives insight into Jensen's character. Mary DeMerle, the game's writer, has this to
The above example clearly illustrates how the process of player participation in
placed props might take the player out of the experience, breaking suspension of
disbelief rather than enhancing it. Rock Paper Shotgun editor Alex Wiltshire
2015 by Bethesda):
It’s just one of the weird little things about the world of
Fallout 4 that I find confusing and alienating. Little things
that nudge me out out my suspension of disbelief that this
is a place. Instead of enveloping myself in all its detail, it
just gets me wondering, absently, is this how it would
be?28
On one hand, a withered skeleton is a prop that is fitting and expected in a game
set in a post-apocalyptic setting, and one that can be effectively used to create
particular feelings and visual stories in isolated, abandoned places or the hideouts
of frenzied raiders. However, the diner is supposed to be one of the places in this
world which show the hopes of rebuilding a civilisation, and while it is still part of
a post-apocalyptic setting, it needs different props than a building that has been
28 Alex Wiltshire, “Is It Important That Fallout 4's World Lacks Credibility?,” Rock Paper
Shotgun, December 9, 2015, accessed June 22, 2016,
https://www.rockpapershotgun.com/2015/12/09/fallout-4-makes-no-sense/.
32
Rapture in the game Bioshock (released 2007 by 2K Games). Within the game's
story, the city was built as an objectivist utopia, which proved unsustainable and
eventually succumbed to chaos and madness. While the setting is compelling both
conceptually and visually, some critics have noted that the areas in the game never
quite feel like they were once parts of a well-functioning city. Richard Cobbett
observes:
This was somewhat abated in the second sequel to the game, Bioshock Infinite
anti-utopian pattern as Rapture did in the first two games in the series, but here,
the player gets to experience what the city was like before its fall. Interestingly,
the downloadable content of the game, Burial at Sea, returns to the Rapture
functioning metropolis.
CD Projekt Red environment artist Len de Gracia argued that in order to seem
convincing, video game spaces should be designed from the point of view of a
non-player character.30 This approach allows for the creation of spaces which feel
lived-in and practical, their existence justified by their primary functionality first,
29 Richard Cobbett, “Bioshock,” Richard's Online Journal, August 27, 2007, accessed June 22,
2016 archived at http://web.archive.org/web/20080820105537/
http://www.richardcobbett.co.uk/codex/journal/filingcabinet/bioshock/.
30 Len De Gracia, “Silent Narratives: Designing Through the Eyes of an NPC,” Youtube, May 19,
2015, accessed 15 June 2016, https://www.youtube.com/watch?v=NC8B8gh0UH8.
33
and importance to the player only later. Naturally, bearing in mind the previous
chapter this should not take precedence over issues of player navigation..
fantastic environments that there exists no direct frame of reference for within the
real world should feature elements recognizable by the player. This relates to the
Gilles Deleuze32. Fantastic games certainly fall into these categories, as they
interior of a school building situated in a poor part of a city, needed for the game
The Witcher 3: Wild Hunt (released in 2015 by CD Projekt). The game's world is
medieval period did not see environments like schools, let alone situated in poor
districts of cities. To illustrate what a place of conducting any teaching for poor
children at the time would have looked like, De Gracia jokingly pulled up an
image of a large tree. However, this image would not be relatable to. Since the
setting was a fantasy one and not really bound to historical accuracy, De Gracia
instead decided to look up photos of poor modern schools in third world countries,
and then recreate the general layout and feel by using assets appropriate for the
world of The Witcher.33 The end result should be an interior that feels both
31 Jean Baudrillard, Selected Writings, ed. Mark Poster (Stanford: Stanford University Press,
1988), pp. 166-184.
32 Gilles Deleuze, The logic of sense, trans. Mark Lester with Charles Stivale, ed. Constantin V.
(New York: Columbia University Press, 1990), p. 295.
33 De Gracia, “Silent Narratives.”
34
Conclusion
The space of a video game can ultimately be thought of as the medium where the
gameplay and the narrative of the game meet. Therefore, to be believable and
may or indeed some times need to be used for signposting purposes. However,
even when not directly used to steer the player toward a gameplay goal of
gameplay flow.
different directions. One of those eventually leads to a door which the player
needs to pass through in order to progress, the other to a dead end with no notable
artificial means to prolong the game. The dead end corridor will be also perceived
end corridor can instead produce a sense of satisfaction in the player by rewarding
their exploration. The reward offered is not a tangible in terms of gameplay, such
as, for example, a useful item would be. Instead, it offers a narrative reward by
providing the player with a distinct piece of story to interpret. Thus, flow is
35
(discovery and interpretation of the ES element). The boundary which the dead
end still constitutes is also made more agreeable – while no more physical space is
available to traverse, the player can instead set their mind to work navigating the
environmental storytelling. In some ways, this space can be said to almost behave
Possibly the most important recurring idea in the preceding chapters is that
the player and the world that is implied to lie beyond it; planned level layouts
getting stuck or lost; or the choice of graphical style and environmental props
fitting to the setting and reinforcing its character, it can be concluded that internal
environment, enhances the gameplay flow, which makes the continued suspension
An aspect which has not been exhausted in this thesis and seems worth
further investigation in the future is the relationship between the genre of a game
and the feelings designers want to achieve in the player, and the pacing of
gameplay flow, as mentioned in the example of survival horror games and their
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40
SUMMARY
The aim of this thesis is to provide insight into methods of designing and
video games.
The first chapter introduces the ideas of immersion, flow and suspension
The second chapter deals with setting up the boundaries of playable space,
first presenting the history of such boundaries and then proceeding to discuss
methods of steering player in the right direction and the necessity of maintaining
The fourth chapter is concerned with breathing life into the environment
The thesis concludes with the idea that a video game's space serves as a
medium between the gameplay and the narrative, needing to support both in order
identified in the idea of internal consistency, while the relationship between the
genre and atmosphere of a game and the required pacing of gameplay flow is
STRESZCZENIE
komputerowych.
gracza.
środowiska.