Abstract
In this paper we present the design and evaluation of a first-person digital game WORLD4 inspired by the walker, a genre of 3D games. Walkers typically include minimal player interaction, slow paced game play, and ambiguous exploratory worlds. Walking is the primary means of player interaction, rather than prioritize ‘skill-based’ mechanics. However, their design traits are not well understood and challenges many accepted game design conventions. We have designed WORLD4, a multi-dimensional first-person exploration game that utilizes walker design traits to explore how ambiguity might support spatial-exploratory game play experiences. 14 participants playtest WORLD4 and analysis of the data identified three descriptive themes specific to the walker game player experience: 1) designing partial inscrutability; 2) shifting meaning; and 3) facilitating subversion of expectations. We use these themes to describe six prescriptive design strategies that may assist designers in designing for ambiguity in first-person exploration games and exploratory game environments.
Author supplied keywords
Cite
CITATION STYLE
Muscat, A., & Duckworth, J. (2018). World4: Designing ambiguity for first-person exploration games. In CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (pp. 353–364). Association for Computing Machinery, Inc. https://doi.org/10.1145/3242671.3242705
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.