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Showing result 1 - 5 of 17 essays matching the above criteria.

  1. 1. How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Ruihan Gao; Olivia Wang; [2023]
    Keywords : Cooperative gameplay; Flow theory; Game flow; Linear and nonlinear level designs; Mechanics design.;

    Abstract : This study investigates how linear and nonlinear level designs inspire game flow in cooperative gameplay through a close reading analysis. The research focuses on It Takes Two, a highly successful cooperative game with compelling and unusual combination of game elements that enhance the cooperative experience. READ MORE

  2. 2. Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt

    University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Author : Charalampos Toumpoulidis; [2023]
    Keywords : Narrative; Open-World Games; The Witcher III: The Wild Hunt; In-game Playthrough; Data extraction; Comparative Study; Game Design; Patterns; and Trends.;

    Abstract : This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. READ MORE

  3. 3. The effectiveness of using light to elicit a response in Amnesia: The Dark Descent

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Ryan Hellgren; Alexander Sokolov; [2023]
    Keywords : Light; Attributes; Light mechanics; Response; Fear; Anxiety; Horror;

    Abstract : Player response in the horror video game genre is primary to its success allowing players to experience emotional arousal through elaborate game design. This thesis aims to investigate how, specifically light mechanics, can help elicit responses in Amnesia: The DarkDescent to bring attention to the light techniques that can be used by game designers to elicit such emotional reactions. READ MORE

  4. 4. Defining a new Game Genre : Ontological approach to identify and define a new genre of games

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Andreas Larsson; [2023]
    Keywords : Genre Classification; Video Games; Vampire Survivors; Gameplay Analysis; Game Mechanics; Game Design; Emerging Game Genres; Genre Ambiguity; Game Development; Player Experience; Genre Definition; Genre Taxonomy; Comparative Analysis; Game Innovation; Gaming Industry; Genre Framework;

    Abstract : This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. READ MORE

  5. 5. How do players experience a gacha game depending on their perspective as a starting or a veteran player? : A case study of Genshin Impact

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Dominykas Jėčius; Alexander Frestadius; [2022]
    Keywords : Computer games; gacha; game systems; reward systems; player experience; dark patterns; locked content;

    Abstract : The purpose of this thesis is to explore and examine how gameplay experiences differ in the gacha game Genshin Impact (miHoYo, 2020). In particular, there is a focus on the economic systems of the game along with the general play experience. READ MORE