The Right Way Is t he Wrong Way: Dead-End Theory of Level Design

Introduction

My thesis project examined the application and use of dead-ends for practical level design. Additionally it looked 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 was 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 my 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.