Skip to main content

On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games

  • Conference paper
  • First Online:
Interactive Storytelling (ICIDS 2023)

Abstract

Narrative puzzles feature prominently in story-based open world video games where they form part of the progression of a narrative and require exploration and logical and creative thinking to solve. Open world games use navigation aids to help players solve narrative puzzles located across the vast worlds they provide. Narrative puzzles offer designers one of the most interactive methods of conveying a game’s narrative, particularly in the action-adventure focused genre of open-world games. In this paper we discuss the interaction between narrative puzzles and navigation aids in open world games, highlighting in case studies of three different games how the amount of information a navigation aid provides impacts the intricacy and expansiveness of puzzles. Finally, we discuss the design implications of these interactions and suggest potential future analytical uses of the discussed framework.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Ahmadpoor, N., Shahab, S.: Spatial knowledge acquisition in the process of navigation: a review. Curr. Urban Stud. 7(1), 1–19 (2019)

    Article  Google Scholar 

  2. Aung, M., et al.: The trails of just cause 2: spatio-temporal player profiling in open-world games. In: Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1–11 (2019)

    Google Scholar 

  3. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge (2010)

    Google Scholar 

  4. Capcom Production Studio 4: Resident Evil 4 (2005)

    Google Scholar 

  5. CD Projekt Red: The Witcher 3: Wild Hunt (2015)

    Google Scholar 

  6. Chittaro, L., Burigat, S.: 3D location-pointing as a navigation aid in virtual environments. In: Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 267–274 (2004)

    Google Scholar 

  7. Color Gray Games: The Case of the Golden Idol (2022)

    Google Scholar 

  8. Cosmos Computer: Courageous Perseus (1984)

    Google Scholar 

  9. Crowther, W.: Colossal Cave Adventure (1976)

    Google Scholar 

  10. Crowther, W., Woods, D.: Colossal Cave Adventure (1977)

    Google Scholar 

  11. De Kegel, B., Haahr, M.: Towards procedural generation of narrative puzzles for adventure games. In: Cardona-Rivera, R.E., Sullivan, A., Young, R.M. (eds.) ICIDS 2019. LNCS, vol. 11869, pp. 241–249. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-33894-7_25

    Chapter  Google Scholar 

  12. Donnelly, J.: GTA 5 estimated to be the most profitable entertainment product of all time (2018). https://www.pcgamer.com/gta-5-estimated-to-be-the-most-profitable-entertainment-product-of-all-time/

  13. Fernández-Vara, C.: Introduction to Game Analysis. Routledge, Milton Park (2019)

    Book  Google Scholar 

  14. Fernández-Vara, C., Thomson, A.: Procedural generation of narrative puzzles in adventure games: the puzzle-dice system. In: Proceedings of the The Third Workshop on Procedural Content Generation in Games, pp. 1–6 (2012)

    Google Scholar 

  15. FromSoftware Inc.: Sekiro: Shadows Die Twice (2019)

    Google Scholar 

  16. FromSoftware Inc.: Elden Ring (2022)

    Google Scholar 

  17. Garriot, R. and Origin Systems: Ultima 1 (1981)

    Google Scholar 

  18. Koenitz, H.: Understanding Interactive Digital Narrative: Immersive Expressions for a Complex Time. Taylor & Francis, Milton Park (2023)

    Book  Google Scholar 

  19. MacCallum-Stewart, E., Stenros, J., Björk, S.: The impact of role-playing games on culture. In: Role-Playing Game Studies, pp. 172–187. Routledge (2018)

    Google Scholar 

  20. Min, W., Mott, B.W., Rowe, J.P., Liu, B., Lester, J.C.: Player goal recognition in open-world digital games with long short-term memory networks. In: IJCAI, pp. 2590–2596 (2016)

    Google Scholar 

  21. Mobius Digital: Outer Wilds (2019)

    Google Scholar 

  22. Motive: Dead Space (2023)

    Google Scholar 

  23. Moura, D., El-Nasr, M.S.: Design techniques for planning navigational systems in 3-D video games. Comput. Entertain. (CIE) 12(2), 1–25 (2015)

    Google Scholar 

  24. Murray, J.H.: Hamlet on the Holodeck, updated edition: The Future of Narrative in Cyberspace. MIT Press, Cambridge (2017)

    Google Scholar 

  25. Nintendo EAD: The Legend of Zelda: Link’s Awakening (1993)

    Google Scholar 

  26. Nintendo EAD: The Legend of Zelda: Breath of the Wild (2017)

    Google Scholar 

  27. Nintendo EPD: Bowser’s Fury (2021)

    Google Scholar 

  28. Norman, D.: The Design of Everyday Things: Revised and expanded edition. Basic Books, New York (2013)

    Google Scholar 

  29. Playground Games: Forza Horizon 5 (2021)

    Google Scholar 

  30. Rockstar Games: Grand Theft Auto V (2013)

    Google Scholar 

  31. Rockstar Games: Red Dead Redemption 2 (2018)

    Google Scholar 

  32. Rollings, A., Adams, E.: Andrew Rollings and Ernest Adams on game design. New Riders, Berkeley (2003)

    Google Scholar 

  33. Ryan, M.L.: Emotional and strategic conceptions of space in digital narratives. In: Interactive Digital Narrative, pp. 106–120. Routledge (2015)

    Google Scholar 

  34. Spierling, U.: Interaction design principles as narrative techniques for interactive digital storytelling. In: Interactive Digital Narrative: History, Theory, and Practice, pp. 159–173 (2015)

    Google Scholar 

  35. Squire, K.: Open-ended video games: A model for developing learning for the interactive age. MacArthur Foundation Digital Media and Learning Initiative (2007)

    Google Scholar 

  36. T &E Soft: Hydlide (1984)

    Google Scholar 

  37. Ubisoft Montreal: Assassin’s Creed: Valhalla (2020)

    Google Scholar 

  38. Unknown Worlds Entertainment: Subnautica (2018)

    Google Scholar 

Download references

Acknowledgments

This work was conducted with the financial support of the Science Foundation Ireland (SFI) Centre for Research Training in Digitally-Enhanced Reality (d-real) under Grant No. 18/CRT/6224.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sam Davern .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Davern, S., Haahr, M. (2023). On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games. In: Holloway-Attaway, L., Murray, J.T. (eds) Interactive Storytelling. ICIDS 2023. Lecture Notes in Computer Science, vol 14383. Springer, Cham. https://doi.org/10.1007/978-3-031-47655-6_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-47655-6_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-47654-9

  • Online ISBN: 978-3-031-47655-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics