ABSTRACT
We address inconsistencies in applying theory on landmarks recalled from familiar physical worlds to progressive wayfinding unfamiliar gameworlds in situ. We propose design tactics from theory derived from two separate "games" in unfamiliar physical terrain. Findings illustrate couplings between the terrain and players' spatial knowlege and global and situated wayfinding goals. Landmark recognisability is influenced by player's directly experienced or induced Point of View (POV) in mapping their spatial knowledge and the terrain. Our preliminary results in gameworlds suggest accommodating player's "natural" strategies in a rhetoric for place and wayfinding. This promotes "trajectory" and a player's appropriate induction of POV (e.g. in mappings between passive and active experiences).
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Index Terms
- "Make it through with another point of view": landmarks to wayfind in gameworld
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