«
Tianze Wu
Level Design
Using Flow Theory to Improve Backtracking in Level Design
“ Reversal ” is a single-player custom quest in the game , Fallout 4 . The level was created to explore the best practices of backtracking and is structured in two parts . In the first half of the level , the player infiltrates a facility ; in the second half of the level , the player backtracks . In the backtracking portion , various best practices were implemented to improve the experience . The level utilizes different techniques , including updated path and ability gating . After completing the first half of the level , the player retrieves an EMP pistol , which is a special weapon in combat that enables the player to solve puzzles to disable laser gates and access new spaces for exploration .
In video games , backtracking is a common practice to save development costs , but it has a negative connotation among players because it often forces the player to repeat without new content . However , that is not always the case ; many game series , like Metroid , Resident Evil , and Dark Souls , focus their level design on backtracking and creating unique experiences from that design . As a player and level designer , I enjoy an intricated layout that loops back to itself , creating a sense of exploration and wonder .
Developers could potentially utilize the best practices identified in this thesis to create more engaging backtracking experiences .
The project enabled me to grasp a better understanding of backtracking through the lens of flow theory and to utilize my tools to plan level layouts more efficiently .
78 LEVEL DESIGN