skip to main content
research-article

Design Techniques for Planning Navigational Systems in 3-D Video Games

Published:13 February 2015Publication History
Skip Abstract Section

Abstract

Navigation is an essential element of many high-budget games (known as AAA titles). In such products, players are expected to walk through and interact with aesthetically rich 3-D spaces. Therefore, designers should provide meaningful information to guide the users within a challenging environment. While there has been much research on both games and 3-D environments, there is very little research investigating design techniques used to guide players through 3-D game worlds. This paper is focused on proposing a set of navigational patterns or techniques currently used in commercial 3-D action-adventure titles. These design techniques are composed of [a] 21 patterns used to aid navigation, [b] three level design choices affecting navigation, and [c] eight game mechanics related to navigation. We uncovered these design techniques through a detailed analysis of 21 3-D action-adventure games. This contribution has several important facets. First, the set of design techniques and terminology proposed here can be used as a training construct to teach 3-D game and environment design. Second, it can also be used as a toolset for designers. Third, it will provide an important start for a formal vocabulary that can be used by designers and researchers discussing navigation in 3-D games.

References

  1. Aarseth, E., 2007. Playing Research: Methodological approaches to game analysis. artnodes: e-journal on art, science and technology.Google ScholarGoogle Scholar
  2. Adams, E., 2003. The Construction of Ludic Space. In Level Up Conference. Level Up. Utrecht.Google ScholarGoogle Scholar
  3. Bidwell, N.J., Lemmon, C., Roturu, M. and Lueg, C., 2007. Exploring terra incognita: wayfinding devices for games. In Proceedings of the 4th Australasian conference on Interactive entertainment. Melbourne, Australia: RMIT University, pp. 1--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Braun, V. and Clarke, V., 2006. Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), pp. 77--101.Google ScholarGoogle ScholarCross RefCross Ref
  5. Brown, E. and Cairns, P., 2004. A grounded investigation of game immersion. In Extended abstracts of the 2004 conference on Human factors and computing systems - CHI ‘04. Extended abstracts of the 2004 conference. Vienna, Austria, p. 1297. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Chen, S. and Brown, D., 2001. The Architecture of Level Design. Gamasutra.Google ScholarGoogle Scholar
  7. Church, D., 1999. Formal Abstract Design Tools. Gamasutra.Google ScholarGoogle Scholar
  8. Entertainment Software Association of Canada, 2011. Essential Facts About the Canadian Computer and Video Game Industry (2011).Google ScholarGoogle Scholar
  9. Fabricatore, C., Nussbaum, M. and Rosas, R., 2002. Playability in Action Videogames: A Qualitative Design Model. Human-Computer Interaction, 17(4), pp. 311--368. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Güttler, C. and Johansson, T.D., 2003. Spatial principles of level-design in multi-player first-person shooters. In Proceedings of the 2nd workshop on Network and system support for games. Redwood City, California: ACM, pp. 158--170. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Hoeg, T., 2008. The Invisible Hand: Using Level Design Elements to Manipulate Player Choice. Master’s thesis. Texas, USA: Southern Methodist University.Google ScholarGoogle Scholar
  12. Jenkins, H., 2006. Convergence Culture: Where Old and New Media Collide illustrated ed., NYU Press.Google ScholarGoogle Scholar
  13. Licht, M.S., 2003. An Architect's Perspective On Level Design Pre-Production. Gamasutra.Google ScholarGoogle Scholar
  14. McGregor, G.L., 2006. Architecture, space and gameplay in World of Warcraft and Battle for Middle Earth 2. In Proceedings of the 2006 international conference on Game research and development. Perth, Australia: Murdoch University, pp. 69--76. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. McGregor, G.L., 2007. Situations of Play: Patterns of Spatial Use in Videogames. In Proceedings of DiGRA 2007 Conference. DiGRA. Tokyo, pp. 537--545.Google ScholarGoogle Scholar
  16. McGregor, G.L., 2008a. Terra ludus, terra paidia, terra prefab. In ACM Press, pp. 1--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. McGregor, G.L., 2008b. Terra ludus, terra paidia, terra prefab: spatialization of play in videogames & virtual worlds. In Proceedings of the 5th Australasian Conference on Interactive Entertainment. Brisbane, Queensland, Australia: ACM, pp. 1--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Moura, D., 2007. Navegação em jogos digitais. Master's thesis. Pernambuco, Brasil: Universidade Federal de Pernambuco.Google ScholarGoogle Scholar
  19. Moura, D., 2006. Teorias da arquitetura convencional e suas implicações para o design. In Proceedings of the V Brazilian Symposium on Computer Games and Digital Entertainment. Brazilian Symposium on Computer Games and Digital Entertainment. Brazil.Google ScholarGoogle Scholar
  20. Nerurkar, M., 2009. No More Wrong Turns. Gamasutra.Google ScholarGoogle Scholar
  21. Passini, R., 1996. Wayfinding design: logic, application and some thoughts on universality. Design Studies, 17(3), pp. 319--331.Google ScholarGoogle ScholarCross RefCross Ref
  22. Plourde, P., 2010. Designing Assassin's Creed II. Game Developers Conference 2010.Google ScholarGoogle Scholar
  23. Rogers, S., 2009. Everything I Learned About Level Design I Learned from Disneyland. Game Developers Conference 2009.Google ScholarGoogle Scholar
  24. Rollings, A. and Adams, E., 2003. Andrew Rollings and Ernest Adams on Game Design Ltd Rmst., New Riders Games. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Samarinas, A., 2009. Illuminating Minotaur's Lair. Master's thesis. Denmark: IT University of Copenhagen.Google ScholarGoogle Scholar
  26. Taylor, D., 2009. Modern Level Design. Lecture at Simon Fraser University.Google ScholarGoogle Scholar
  27. The Entertainment Software Association, 2012. Industry Facts.Google ScholarGoogle Scholar
  28. The Entertainment Software Association, 2010. The Transformation of the Video Game Industry.Google ScholarGoogle Scholar
  29. Turkle, S., 2003. Video games and computer holding power. In The New Media Reader. The MIT Press.Google ScholarGoogle Scholar
  30. Ware, C., 2008. Visual Thinking: for Design, Morgan Kaufmann. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Zoeller, G., 2010. Development Telemetry in Video Games Projects. Game Developers Conference 2010.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in

Full Access

  • Published in

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 12, Issue 2
    Theoretical and Practical Computer Applications in Entertainment
    Summer 2014
    84 pages
    EISSN:1544-3574
    DOI:10.1145/2701657
    Issue’s Table of Contents

    Copyright © 2015 ACM

    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]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 13 February 2015

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article
    • Research
    • Refereed

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format