Aksiyon Oyunlarında Yarı Gerçek İç Mekan Kurgusu: “Control” Oyunu Örneği

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Güzel Sanatlar Enstitüsü

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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.

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