Thursday 16 February 2017

Mazes - Multicursal and Unicursal Games

Think of ten video games which involve mazes (in any capacity: level design, mechanics, narrative etc.). Sort them into multicursal and unicursal.

Multicursal Games

  • Diaries of a Spaceport Janitor (confusing world where you have to follow different arrows to find different areas, lots of ways to get around)
  • Pokemon Series (maze-like map, once you get certain moves you can go different ways to get around)
  • Legend of Zelda: The Wind Waker (massive world, as well as paths inside the dungeons where you can go different ways)
  • Life is Strange (the narrative is multicursal)
  • Mirrors Edge (lots of different paths to take to get to your destination)

Unicursal Games
  • The Banner Saga (has linear path in where you go/end up)
  • Journey (linear path when it comes to where you're going)
  • UnderTale (linear path to take)
  • Never Alone (linear path 2D sidescroller)
  • Final Fantasy 13 (mostly linear until a certain point when the game gives you way too much freedom)
If you wanted to make a narrative or expressive game, how could you use kinds of maze to tell the story?

I would have a game with multi-choice questions that heavily impact the story/where you're going to go etc so that depending on what choices you make you're going to have a different experience in the game. 

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