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Level Flow Patterns in Game Design

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HCI in Games (HCII 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14046))

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Abstract

Challenge within video games is a necessary component, one from which many players derive the majority of entertainment from. To understand challenge better, we looked at and defined challenge in prior research as obstacles that impede progress. Players then need to overcome these obstacles using a variety of skills in order to be able to continue playing the game. Since we looked primarily at how the objects contributing to the challenge were designed, we did not look at how the challenge were ordered within a given environment. Therefore, in order to expand on the research into challenge, we now also look at how challenge is ordered within a given environment, since the order in which challenge is encountered can have a significant impact on how the player experiences the challenges within the game. We analyzed a large variety of games, and found 5 common level flow patterns within games. Using these flows, it will be easier for developers to construct compelling levels in games.

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Notes

  1. 1.

    When the player encounters a large number of bosses in succession, this is often labeled a “boss rush.”.

  2. 2.

    DLC, or downloadable content is additional content added after the game is released, often for a premium.

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Correspondence to Michael Brandse .

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Brandse, M. (2023). Level Flow Patterns in Game Design. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14046. Springer, Cham. https://doi.org/10.1007/978-3-031-35930-9_4

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  • DOI: https://doi.org/10.1007/978-3-031-35930-9_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-35929-3

  • Online ISBN: 978-3-031-35930-9

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