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Analysis of level design 'push & pull' within 21 games

Published: 19 June 2010 Publication History

Abstract

This paper investigates the differences between 3D level designs in 21 popular games. We have developed a framework to analyze 3D level designs based on patterns extracted from level designers and game play sessions. We then use these patterns to analyze several game play sessions. Results of this analysis reveal methods by which designers push and pull players through levels. We discuss an analysis of these patterns in terms of three level affordance configurations, combat, environmental resistance, and mixed goals in 21 different games using one walkthrough play session per game. By looking at the variety of games, we can further explore the level similarities and differences between games.

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Cited By

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  • (2022)Level Design Processes and Challenges: A Cross Section of Game DevelopmentGames and Culture10.1177/1555412022113922918:6(821-849)Online publication date: 20-Nov-2022
  • (2020)Designing Serious Games for Effective Customer Engagement in Tourism: A Preliminary Study2020 6th Information Technology International Seminar (ITIS)10.1109/ITIS50118.2020.9320975(63-68)Online publication date: 14-Oct-2020
  • (2019)Applying an Adaptive Generative Representation to the Investigation of Affordances in Puzzles2019 IEEE Congress on Evolutionary Computation (CEC)10.1109/CEC.2019.8790055(785-792)Online publication date: Jun-2019
  • Show More Cited By

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  1. Analysis of level design 'push & pull' within 21 games

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    cover image ACM Other conferences
    FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
    June 2010
    306 pages
    ISBN:9781605589374
    DOI:10.1145/1822348
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft: Microsoft
    • SASDG: Society for the Advancement of the Study of Digital Games

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 June 2010

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    Author Tags

    1. 3D games
    2. design pattern
    3. player movement

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    • SASDG

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    Cited By

    View all
    • (2022)Level Design Processes and Challenges: A Cross Section of Game DevelopmentGames and Culture10.1177/1555412022113922918:6(821-849)Online publication date: 20-Nov-2022
    • (2020)Designing Serious Games for Effective Customer Engagement in Tourism: A Preliminary Study2020 6th Information Technology International Seminar (ITIS)10.1109/ITIS50118.2020.9320975(63-68)Online publication date: 14-Oct-2020
    • (2019)Applying an Adaptive Generative Representation to the Investigation of Affordances in Puzzles2019 IEEE Congress on Evolutionary Computation (CEC)10.1109/CEC.2019.8790055(785-792)Online publication date: Jun-2019
    • (2017)A genetic approach in procedural content generation for platformer games level creation2017 2nd Conference on Swarm Intelligence and Evolutionary Computation (CSIEC)10.1109/CSIEC.2017.7940160(141-146)Online publication date: Mar-2017
    • (2017)Informal physics learning from video games: a case study using gameplay videosPhysics Education10.1088/1361-6552/aa8eb053:1(015012)Online publication date: 21-Nov-2017
    • (2017)Affective level design for a role-playing videogame evaluated by a brain---computer interface and machine learning methodsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1320-233:4(413-427)Online publication date: 1-Apr-2017
    • (2014)Introducing the biometric storyboards tool for games user research2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048098(1-7)Online publication date: Oct-2014
    • (2012)Design patterns of focused attentionProceedings of the First Workshop on Design Patterns in Games10.1145/2427116.2427121(1-8)Online publication date: 29-May-2012
    • (2012)A spatiotemporal visualization approach for the analysis of gameplay dataProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2207676.2208558(1115-1124)Online publication date: 5-May-2012
    • (2012)Similarity in visual designsProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_24(284-291)Online publication date: 26-Sep-2012
    • Show More Cited By

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