Game Studies · Exploration & Player Experience
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Game Studies · Exploration & Player Experience
Game Studies · Exploration & Player Experience

01 / Motivation & Design

02 / Spatial Guidance

03 / Player Experience

VIDEO / Talks & Case Studies

GAME STUDIES / Spatial Guidance & Player Experience
mda.pdf
First page of MDA · From Mechanics to Experience
motivational-pull.pdf
First page of Why Do Players Keep Playing?
How to Read This Section

How to Read This Section

Make ‘fun’ specific

Start with MDA: distinguish the rules, behavior during play, and experiences you hope to evoke.

Ask about motivation

Read the SDT paper on the right. Do players feel autonomy, competence, and relatedness?

Turn concepts into observations

Which behaviors support your interpretation? Combine questionnaires with recordings, routes, and interviews.

This is a proposed reading path, not a settled conclusion.

M / D / A: A Feature Is Not an Experience

M / D / A: A Feature Is Not an Experience

Reading notes · MDA, PDF page 2

Mechanics
Executable rules, actions, and resources.

Dynamics
The behavior that emerges as rules and player actions interact.

Aesthetics
The emotions players feel and the intended experience.

My design inference: the same collecting feature may invite exploration or feel like a checklist. Observe the dynamics before discussing the experience.

Freedom of Choice or Choice Overload?

Freedom of Choice or Choice Overload?

Reading notes · Ryan et al. (2006), PDF page 1

The paper uses autonomy, competence, and relatedness as key perspectives on game motivation.

Autonomy: Can I decide what to do next?
Competence: Do I understand the feedback and feel I am improving?
Relatedness: Do I care about other players or characters?

Open question: do extra branching paths increase autonomy or leave beginners less certain? The number of paths is not a substitute for perceived autonomy.

An Observable Exploration Loop

An Observable Exploration Loop

My design draft

Notice a clue → choose a route → reach a new place → discover another opportunity to observe.

Experience goals
Curiosity, brief uncertainty, and reorientation.

Validation reminder
Moving more does not necessarily mean greater engagement; it may mean being lost. Examine both behavior and the player's explanation.

T-Junction · Before
T-Junction · Before

David Shaver · Presentation PDF, page 128

Leading Lines · After
Leading Lines · After

David Shaver · Presentation PDF, page 130

invisible-intuition.pdf
First page of Invisible Intuition · Level Guidance
Layers of Guidance: Observe, Then Explain

Layers of Guidance: Observe, Then Explain

Reading notes · Invisible Intuition

The presentation compares blockouts with finished scenes to discuss readability, affordances, visual language, landmarks, and leading lines.

My analysis sequence:
1. What does the player notice first?
2. Which object suggests an interaction?
3. Which clue remains useful after a turn?
4. Can the player reorient after losing the way?

Record ‘the designer intended a right turn’ separately from ‘the player turned right.’

Case Comparison · A Short Hike

Case Comparison · A Short Hike

Case observation task · No measured findings

Images come from the game's official press kit.

Image layer
Mark distant terrain, foreground paths, and explorable edges.

Behavior layer
During actual play, record when you leave the main route and why you return.

Design layer
Compare environmental cues with explicit goals. Promotional screenshots alone cannot establish player behavior.

Source: https://ashorthike.com/press/

A Short Hike · Paths and Vistas
A Short Hike · Paths and Vistas

Adam Robinson-Yu · Official game screenshot

A Short Hike · Scale of Exploration
A Short Hike · Scale of Exploration

Official press kit · Compare destinations and routes

An Analysis Sheet for Visual Cues

An Analysis Sheet for Visual Cues

My draft coding framework

Cue types: landmarks / lighting / composition / movement / sound.

Record where each cue appears, whether the player notices it, what they do next, and whether extra hints are needed.

Levels of evidence: screenshot observations → personal play notes → player testing.

One screenshot can support several interpretations. Keep competing explanations.

mini-pxi.pdf
First page of miniPXI · Measuring Player Experience
Small Pilot · Study Design

Small Pilot · Study Design

Proposed study · No recruitment or experimental results yet

Research question
Can environmental guidance help beginners reorient while preserving a sense of autonomy?

A / B conditions
Use the same blockout map, controls, and goal. Change only visual guidance cues.

Order control
Counterbalance A→B and B→A, and record prior gaming experience.

Procedure
Learn the controls → explore for 10 minutes → experience questionnaire → recall the map → short interview.

Start with a feasibility pilot to check the task and recording methods. Determine sample size and the statistical plan before the formal study.

Observe More Than Completion Time

Observe More Than Completion Time

Proposed observation measures

Behavioral records
First viable route choice; repeated backtracking; voluntary exploration of side paths; requests for help; finding a landmark again.

Subjective experience
Descriptions of autonomy, competence, and goal clarity.

Interview prompts
‘Where did you think you could go just then?’
‘Which turn felt least certain?’

Faster completion may reflect familiarity or less exploration. Do not automatically interpret it as a better experience.

Questionnaires Are One Part of the Evidence

Questionnaires Are One Part of the Evidence

Reading notes · miniPXI, article abstract

miniPXI is an 11-item short scale covering the 11 constructs of PXI.

A short scale suits time-limited evaluations, but reliability and sensitivity involve trade-offs.

My research plan: read the original items and scoring method before choosing the full or short scale. Use the official items; do not present self-written questions as a validated scale.

Add open-ended interviews to understand how players explain their actions.

Alternative Explanations and Study Boundaries

Alternative Explanations and Study Boundaries

Research memo

Gaming experience, visual recognition, control familiarity, and task order may all influence route choices.

Hints from a nearby researcher may change behavior.

Findings from one blockout scene do not automatically generalize to all open worlds.

Specify the analysis plan, exclusion rules, and recording fields before testing.

Semester Reading and Making Roadmap

Semester Reading and Making Roadmap

My draft research plan

01 / Literature review
MDA → SDT → spatial guidance → player experience measurement.
Output: sourced concept cards and a glossary.

02 / Case playthroughs
A Short Hike and Firewatch.
Output: route records, annotated screenshots, and competing explanations.

03 / Blockout prototype
Build two guidance conditions in the same space.
Output: comparable tasks and control procedures.

04 / Pilot
Check whether questions are understandable and data can be recorded.

05 / Prepare the formal study
Discuss the research question, sample, and analysis methods with my supervisor.

After every reading, ask: which design decision did this evidence change?

My Thesis Focus

My Thesis Focus

Draft research direction

Working topic
How does environmental guidance affect reorientation and perceived autonomy in exploration games?

Design tension
Clearer routes may reduce getting lost, but also limit the desire to explore.

Expected contribution
Reusable blockout conditions, a coding framework, and a pilot method.

Still undecided
Target players; whether maps are allowed; number of accessible side paths; study scale.

Write Hypotheses, Then Seek Counterexamples

Write Hypotheses, Then Seek Counterexamples

Hypotheses to test · Not conclusions

H1: a continuously visible landmark may reduce unproductive backtracking.

H2: visual guidance may improve goal clarity without increasing perceived autonomy.

Counterexample: a beginner follows the light but says they felt ‘steered.’

Next step: define the records and questions corresponding to each concept.

YouTube · GDC Festival of Gaming
A Short Hike · Development Retrospective31:07

A Short Hike · Development Retrospective

Adam Robinson-Yu · GDC 2020

YouTube · GDC Festival of Gaming
Blockmesh and Lighting Tips56:35

Blockmesh and Lighting Tips

David Shaver / Robert Yang · GDC 2018

adamgryu
A Short Hike · Official Trailer0:55

A Short Hike · Official Trailer

Adam Robinson-Yu · Official video

Campo Santo Productions
Firewatch · Official Trailer1:05

Firewatch · Official Trailer

Campo Santo · Official video

Firewatch · Environmental Storytelling
Firewatch · Environmental Storytelling

Campo Santo · Official screenshot · Viewpoint and environmental detail

Firewatch · Maps and Orientation
Firewatch · Maps and Orientation

Official screenshot · Compare the paper map with environmental cues

What Should the Prototype Control?

What Should the Prototype Control?

Design task

Keep the goal, scene scale, movement speed, and accessible areas constant.
Change only one set of landmarks, composition, or lighting cues.

Show that both conditions can be completed before comparing the experience.

From Records to Interpretation

From Records to Interpretation

Analysis task

Routes and recordings → code events.
Questionnaires and interviews → understand the experience.

Keep both consistent and conflicting evidence.
Do not discard negative experiences because one route looks compelling.

Questions for My Supervisor This Week

Questions for My Supervisor This Week

Discussion checklist

Is the research question too broad?
Are the operational definitions clear?
What is the strongest competing explanation?

Should I narrow the scene first or run a pilot?

ReadReadBefore / AfterReadMeasureRecordProposeObserveDiscuss
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