SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 52

Nate Rohrer Level Design « 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 52 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.