Sources
Initial Ideas
First Outline
Behind the Lock and Key - Understanding the Contextual Impact of Common Design Within Gated Exploration Video Games
Abstract
Introduction
- Shared design in primary subjects – Metroid, Resident Evil, Dark Souls
- Their categorisation into genres
- Limitations of this (Millard – Ori limited by conformity to tropes)
- Success of breaking genres (Ori 2, Hollow Knight (interview), Outer Wilds)
Defining Gated Exploration
- A core design feature, not a genre
- Gates
- Lock and key