Aksiyon Oyunlarında Yarı Gerçek İç Mekan Kurgusu: “Control” Oyunu Örneği
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Güzel Sanatlar Enstitüsü
Abstract
This thesis examines interior design in action games within the context of semi-realistic
spatial configurations. The "Oldest House" setting in the game Control is analyzed as a
unique example that supports the game's theme while enhancing the player's processes
of navigation, exploration, and strategy development. By analyzing the physical,
perceptual, and conceptual aspects of this space, the study investigates the role of
semi-realistic spatial design in influencing players' decisions and interactions within the
game world. The findings reveal that the semi-realistic design in Control not only aids in
navigation and strategic thinking but also deepens the atmospheric experience. The
results of this study demonstrate that spatial configuration in video games is not merely
an aesthetic element but a component that enriches gameplay. The insights presented in
the thesis aim to contribute to academic literature on spatial design in game
development and provide guidance for game developers.