Legible Ledges : Evaluating the Consistency of Visual Cues for Climbable Gameplay Elements

Detta är en Kandidat-uppsats från Uppsala universitet/Institutionen för speldesign

Sammanfattning: Climbing in video games is a game mechanic that, after the introduction of three-dimensional movement, became more and more common and extended the movement options of the player character. Climbing, as used in this thesis, is a very specific action that can only be performed by interacting with a climbable gameplay element in the game world. A visual analysis is applied to investigate how objects in action-adventure games depict climbable gameplay elements: specifically, whether the way the games communicate climbability through visual communications is consistent or not. Four games are included in this study and the results point towards an overarching consistency for each of the games' use of visual cues to communicate climbability. However, the consistency is affected by the gameplay experience of each game. The linear games use very clear and controlled visual cues to describe the climbable gameplay elements, and the player often only interacts with a climbable gameplay element once per section, similar to an obstacle course. The games that emphasize exploration of a gameplay area, akin to a playground, place climbable gameplay elements around the environment for the player to freely interact with and have less clear visual cues. Climbable gameplay elements, like ledges, are found to be unique in the interaction they provide, and this is proven by the many different methods of visual communication that are used to convey the affordance of climbing.

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