Hakoniwa Design: Using Constraints to Influence Player Experience in Wide-Linear Levels
Li“ Aiden” Li“ Aiden” JIANG
Level Design
Hakoniwa Design: Using Constraints to Influence Player Experience in Wide-Linear Levels
“ Hakoniwa” has become a popular design concept in recent years in the game industry; however, the common understanding revolves more around a floating sense or vibe that can vary in different scenarios, while the specific definition and guidelines of fully creating this concept remain in a partially blurred zone.
To explore this concept in more depth, I conducted thesis research to examine the formation of a core experience in Hakoniwa design: how to give players a sense of exploration freedom within levels, while still limiting the overall scope and possible actions to guide them towards the desired target subtly. Several best practices were incorporated into my level artifact,“ Gloamveil.” Made in Dying Light Devtools for 350 + hours, this complete Hakoniwa level is designed to test the usage of the constraints / boundary elements in restricting player behavior,
serving as guidance and encouraging agency.
With a gameplay duration of around 40-50 minutes, the player will face multiple forms of naturally and specifically designed constraints distributed around an abandoned island village space, as well as utilizing standard gameplay elements like narrative, parkour, shooting, exploration, and melee combat to find their way through the infected threats and remnants of civilization there, shutting down the source of poisonous pollution.
Eventually, this study aims to help level designers develop a more pragmatic approach to Hakoniwa design and set up a possible direction for future research. The development process also enhances my personal design skills and evokes more insights and takeaways regarding this new but beloved design concept that I can utilize further in my career.
44 LEVEL DESIGN