First-Person Walkers: Understanding the Walker Experience through Four Design Themes
DOI:
https://doi.org/10.26503/dl.v2016i1.777Keywords:
game design, game mechanics, virtual environments, first-person walkerAbstract
The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of First- Person Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences afforded by ‘Walkers’. We conduct a player experience study of four Walker games, Gone Home, Dear Esther, Proteus, and The Stanley Parable. From our analysis we discuss four distinct design themes specific to the Walker game experience: 1) player interaction, 2) temporal space, 3) player focus, and 4) ambiguity. We consider how each of these themes can be used to enhance the design of First-Person Walker player experiences.Downloads
Published
2016-01-01
Bibtex
@Conference{digra777, title ="First-Person Walkers: Understanding the Walker Experience through Four Design Themes", year = "2016", author = "Muscat, Alexander and Goddard, William and Duckworth, Jonathan and Holopainen, Jussi", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://doi.org/10.26503/dl.v2016i1.777}", booktitle = "Proceedings of DiGRA/FDG 2016 Conference"}
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