Abstract
This thesis investigates how implied spaces in level design influence combat engagement. The researcher hypothesized that players prefer areas with more implied space types over areas with less or no implied space types. More implied space types create more opportunities for varied tactical choices and dynamic combat. To test this hypothesis, the researcher created a custom arena level in Half-Life 2. The level is divided into four distinct zones, each designed with a different combination of implied space types. The researcher conducted playtest sessions to analyze playtesters’ perception of implied spaces and those spaces’ impact on combat encounters.
Degree Date
Spring 2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Katie Wood Clark
Acknowledgements
I would like to express my sincere gratitude to all the playtesters who participated and provided valuable feedback for this project. Special thanks to the supporting staff for their assistance and collaboration throughout the development process. I especially want to thank Professor Kathrine Wood Clark for her guidance, insights, and continuous support, which significantly contributed to the success of this project.
Format
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Li, Sisi, "Using Implied Spaces to Influence Combat Engagement" (2025). Level Design Theses and Dissertations. 16.
https://scholar.smu.edu/guildhall_leveldesign_etds/16