"Reversal" is a level focused on backtracking design. It is structured in two parts. In the first half, the player will infiltrate a facility, and, in the second half, the player will try to escape. One key element in the level is an EMP pistol provides new combat and exploration options
Thesis Summary
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The master thesis topic is "Using Flow Theory to Improve Backtracking in Level Design". Utilizing four of the six elements of flow in play proposed by Mihaly Csikszentmihalyi
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The four elements are
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Demands for Action and Clear Feedback (Conveyance)
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Merge action and awareness (Challenge)
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Centering of attention (Motivation)
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Control of action and environment (Mastery)
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A wide range of game with good backtracking design are researched, analyzed, and broke down into actionable practices
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Including but not limited to Zelda, Metroid, Resident Evil, God of War, Dark Souls
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The focus of the artifact is to implement the best practices found in the research to create a unique and engaging backtracking experience for player.
Gallery
Design Iteration
Design Goals
Conveyance & Clear Feedback
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There are multiple windows in the facility, giving the player chances to preview the landmark and important objectives like the EMP pistol and the boss
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There are terminal information, and visual cues, like laser gates and path blocked by fire, to guide the player on when the backtracking start
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Each area features enough layout and aesthetic differences for the player to distinguish and recognize during the backtracking
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To make sure the player can comprehend the laser gate mechanics
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Different colors indicates the button in different states
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Red cables create lines to lead the player
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The player’s knowledge is immediately tested after a UI tutorial, and the only way to start the backtracking is to perform the newly taught action
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The player cannot go through the laser gates but can see through them, which ensures the player that one could enter the space at some point in the level, building up anticipation, especially when rewards, like extra resources or terminals are in sight
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Balanced Challenge
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During the backtracking, the gameplay is adjusted accordingly to meet the player’s skill level. In combat, the player will face new enemy types and may encounter stronger versions of introduced enemies.
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In addition, enemies during backtracking are more likely to have some combat advantages that the player needs to adapt to
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E.g., enemies are more likely to start in an ambush, at a higher ground, or attack from different directions
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E.g., during backtracking, the laser gate puzzle is introduced and gradually increases in difficulty through new twists
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Motivating the Player
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To keep the player motivated, the level ensures the player can preview through the laser gates on the way in and see through rewards in optional rooms so that the player has a higher chance of reminding those rooms and is motivated to explore more during the backtracking
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There are also optional secrets hidden across the level. Based on the number of secrets the player collected, the ending will change accordingly
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Gameplay-wise, a new (custom made) weapon, new enemy types, and new puzzles are introduced to keep the player experimenting in new situations
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The weapon is the tool to solve the puzzle, which is even more interesting
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Furthermore, there is a potentially interesting narrative and plot suspense on the key NPC in the quest, which can be revealed as the player keeps exploring during the backtracking, making the narrative-driven player engaged in the story and eager to find out the full picture
Incentivizing Player Mastery
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The playable space is in an interior facility, and as the player traverses through the space, the player can grasp a better picture of the level layout, and how the areas are interconnected
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A new weapon and enemy types introduced at the start of the backtracking give the player a chance to master them in combat
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Combat tips against certain enemies types can be found on terminals to take advantage of certain weakness
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With the variations of the laser gates puzzle, the player can master the mechanics, and become faster to find information and more likely to adapt to new twists
Postmortem
What Went Wrong
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Too Much Text. In the level, I added a lot of terminal texts to replace dialogue to add something explanation of the gameplay and the narrative. To make the character more alive, I added a lot of flavor to the texts. While they are interesting, it still distracts some player from the gameplay, and it is more wordy than it needs to be.
What I Learned
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An Interconnected Level Takes More Effort to Iterate. Comparing to linear ones, an interconnected level requires more effort to change as one change in an area may affect another, which could potentially alter the entire flow.
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Test all Assumptions when Debugging. There was one script bug that troubled me for a while. I came up with various assumptions, but I only tested what are more likely to be the case. Until I return to test the assumption that I dismissed earlier without testing, I was able to solve the problem.
What Went Well
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Comprehensive Research. Prior to the actual development, I spent a lot of effort on researching good examples of backtracking design and what makes them good. The result showcases in my level.
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Backtracking Design. The level creates an experience in backtracking that is fairly different from the way in. In addition, the areas in the level connects in an interesting way for the player to explore.
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Work Efficiency. With the experience from the previous project, I have become quite familiar with Creation Kit. In addition, I get the locked down my layout fairly early with my digital abstract map.