|Author||El-Nasr, Magy Seif ♦ Moura, Dinara|
|Source||ACM Digital Library|
|Publisher||Association for Computing Machinery (ACM)|
|File Format||PDF ♦ HTM / HTML|
|Subject Keyword||Game design ♦ Navigation in games ♦ Level design|
|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.|
|Description||Affiliation: Simon Fraser University, Canada (Moura, Dinara) || Northeastern University, USA (El-Nasr, Magy Seif)|
|Age Range||18 to 22 years ♦ above 22 year|
|Education Level||UG and PG|
|Learning Resource Type||Article|
|Publisher Place||New York|
|Journal||Computers in Entertainment (CIE) (CIE)|
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