Nate Rohrer
Level Design
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Making Backtracking More Meaningful
My goal for this thesis was to produce techniques: exploratory backtracking,
when creating levels to make backtracking expectations.
a set of best practices that can be used
through them feel more meaningful. Then,
using the best practices, I set out to design After summarizing each avenue of
their overall effectiveness. implemented each of them into my level.
and implement a level in Skyrim to test
Backtracking is a largely unpopular feature
in many video games. Players often feel
that having to backtrack through previously
encountered areas can feel tedious,
research into a set of best practices, I
I then ran multiple playtesting sessions in
which data was gathered to test each one’s
effectiveness, as well as how meaningful
the backtracking felt overall.
exhausting, or like cheap filler content. I This thesis project allowed me to gain a
challenge myself to find ways to make an through a level, creating unique and
chose this project because I wanted to
unpopular element of video games feel
more meaningful to players.
I conducted research by analyzing
various games, articles, blogs, videos,
and reviews to gain insight into why
players like or dislike backtracking, as
well as which games do it well. The
research boiled down to three separate
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folded level design, and subverting player
LEVEL DESIGN
better understanding of guiding players
memorable locations, and motivating
players to return to areas they had already
been.