Abstract

Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assured or unassured compensation. Data collection consisted of in-game metrics and emotion word prompts as well as post-game questionnaires. Results show that design patterns invoke heightened exploration, but this effect is influenced by the presence of an explicit goal or monetary compensation. There appear to be many motivations behind exploratory behavior in games, with patterns raising expectations in players. A disposition for curiosity (i.e. 'trait curiosity') was not found to influence exploration. We interpret and discuss the impact of the conditions, individual patterns, and player motivations.

Highlights

  • Video games provide a wide range of experiences to those who play them [51, 54]

  • 4.1 Level Design Patterns for Spatial Exploration The primary goal of this study is to examine the effects of level design patterns on exploratory behavior and emotional experience of a game

  • 7 DISCUSSION The primary goal of this study is to examine the effect of level design patterns for spatial exploration on player behavior and experience

Read more

Summary

Introduction

Video games provide a wide range of experiences to those who play them [51, 54]. Others play games to experience fantastical worlds and follow dramatic narratives. Players often play for a variety of reasons, with games frequently featuring multiple kinds of experiences to keep them engaged [4, 35, 67]. Developers combine narrative elements with an ‘open world’ environment that allows players to choose activities that they enjoy [22]. Players still need to be made aware of where purposefully designed game content can be encountered. Aside of outright directing players where to go, games structure their environment in ways that both invoke and direct the desire for exploration. Games can appear more interactive and ‘free’, as exploration is focused onto areas that are designed for it

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call