Guiding with empty spaces: how subtle changes in space affect player wayfinding.
How do you guide a player in an expansive space without complete reliance on a map? This question requires game designers to be meticulous in their expertise of the architecture of game design. But what kind of details are valid? To explore this question, I designed an open game level that incorpora...
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Online Access: | http://hdl.handle.net/2047/D20335180 |