Guiding the Player in Open-World Games with Visual Elements and Design Patterns
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2021
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Abstract
Video games are a popular and diverse medium that include elements of story- telling, gameplay, world design, and interactivity. With improved technology, increased affordability and accessibility, and stronger computing potential, video games have surged in popularity since the 1970s-so much so that in 2020, it was estimated that there were at least 2.7 billion gamers worldwide. Observing the significant global suc- cess of video games, a critical and thought-provoking question of game design comes to mind; How have game designers developed such critically-acclaimed and well-designed games? How do they guide and immerse the player in vast, virtual 3D worlds? First and foremost, it is imperative to provide the player with a basic incentive to play and a sense of purpose and direction. Where do you want to take your player and why? How are the visuals implemented in the game's environment to give the player spatial awareness (or lack thereof)? How are visuals and sounds designed to tell a story and project a strong and convincing world? These are important questions that must be addressed in game design. My focus will be centered on how storytelling, design pat- terns, visual elements, and sound design are used to guide players in an interactive, open world and its various obstacles. This is a matter of semiotics (the study and interpretation of signs and symbols) and game design. Two games will be studied for this thesis in terms of gameplay; The Legend of Zelda: Breath of the Wild (Nintendo, 2017) and Ghost of Tsushima (Sucker Punch Studios, 2020), both of which are open-world, action-adventure games. Other video games will be mentioned as well throughout this thesis
