Streaming Media

Abstract

This thesis examines the use of different game elements to limit both the actual playable space and player actions in wide-linear video game levels, and the impact of this approach on the player experience, ultimately aiming to develop a design sense of “Hakoniwa”. In practice, the researcher created a single-player level in Dying Light that applied various constraint techniques, where the player arrives at a deserted island village under the threat of both infected and poisonous hazards, explores the space, and fulfils a commission from local survivors. By combining collected player data and experience from the crafting process, this research build a more holistic view of the fragmented design logic and techniques within “Hakoniwa” levels for future level designers.

Degree Date

Spring 2026

Document Type

Thesis

Degree Name

M.I.T.

Department

Level Design

Advisor

Myque Ouellette

Second Advisor

Aleshia Hayes

Acknowledgements

The researcher would like to pay special thanks to Professor Myque Ouellette, thesis advisor, for his continued support and insight throughout the research process. And express the appreciation to other Guildhall professors – Katie Wood Clark, Aleshia Hayes, Karl Stiner, and Mike Porter for the help they gave, starting from the early preparations of the study. The same gratitude also applies to the playtesters of the thesis artifact, who provided invaluable thoughts and data.

Format

.pdf

Creative Commons License

Creative Commons Attribution-Noncommercial 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

Share

COinS