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The Right Way is the Wrong Way: Dead-End Theory in Level Design
By: Robert Gee
Supervisor: Jonathan Skinner
Master of Interactive Technology degree conferred July 12th, 2008
Thesis / Project completed July 7th, 2008

This project examines the application and use of dead-ends for practical level design.  Additionally it looks at several reward systems associated with dead-end areas and the effectiveness at different level design techniques to lead players into certain areas.  This thesis includes a test level created using the Hammer editor in Half-Life 2: Episode 2.  The choice of this editor is due primarily to its frequent use in other non-related projects and the large amount of online and offline support provided for troubleshooting.

The results of this thesis suggest that dead-end gameplay is not detrimental to overall gameplay experience, but instead that the amount of interactivity the player experiences with the dead-end area is the important factor.  Results further suggest that players tend to respond more strongly to scripted events and items than factors such as lighting or open doorways.

Download entire thesis (.pdf)