Level Design through the Lens of the Prospect and Refuge Theory

Game levels use a variety of design techniques to communicate with players and influence their behavior. Level designers often draw inspiration from real-world disciplines such as art, architecture, and urban design. One influential concept is the prospect and refuge theory, which originates from landscape design and evolutionary psychology. This theory suggests that humans have a preference for environments that offer both refuge, which refers to spaces of safety and concealment, and prospect, the ability to survey the surroundings for resources and potential threats.This paper tests the hypothesis that states that players will gravitate toward spatial compositions that provide both prospect and refuge in non-linear game levels. An alternative hypothesis proposes that players are more likely to gravitate toward spatial compositions that support continuous movement. To test this hypothesis, custom levels were designed, and participants' movement patterns were recorded using heatmaps. Additionally, qualitative data were collected through post-play interviews.The findings of the study indicate that players value access to prospect. However, the data also suggest a player preference for spatial compositions that do not restrict player movement and ability to act on the prospect space. The study also highlights that it is difficult to assert that players will gravitate toward certain spatial compositions in non-linear game levels, as player behavior appears to be influenced by multiple design variables.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
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Data Analysis with R
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article

Level Design through the Lens of the Prospect and Refuge Theory

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Data Analysis with R
article

Level Design through the Lens of the Prospect and Refuge Theory

article en

Abstract

Game levels use a variety of design techniques to communicate with players and influence their behavior. Level designers often draw inspiration from real-world disciplines such as art, architecture, and urban design. One influential concept is the prospect and refuge theory, which originates from landscape design and evolutionary psychology. This theory suggests that humans have a preference for environments that offer both refuge, which refers to spaces of safety and concealment, and prospect, the ability to survey the surroundings for resources and potential threats.This paper tests the hypothesis that states that players will gravitate toward spatial compositions that provide both prospect and refuge in non-linear game levels. An alternative hypothesis proposes that players are more likely to gravitate toward spatial compositions that support continuous movement. To test this hypothesis, custom levels were designed, and participants' movement patterns were recorded using heatmaps. Additionally, qualitative data were collected through post-play interviews.The findings of the study indicate that players value access to prospect. However, the data also suggest a player preference for spatial compositions that do not restrict player movement and ability to act on the prospect space. The study also highlights that it is difficult to assert that players will gravitate toward certain spatial compositions in non-linear game levels, as player behavior appears to be influenced by multiple design variables.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Sustainable cities and communities
Openalex Percentile: Top 72%
Data Analysis with R
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