'In a digital maze, you cannot separate people's frustration at their inability to find their way out from their frustration with the interface and how the maze is presented.'
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Mazes and labyrinths are a good introduction to 3D movement in games, Gramazio points out, because the premise speaks for itself."You see them and you know what you have to do." They can also be a powerful"design prompt" she adds, in that they show how many different imaginative contexts and perspectives you can tease out of an ostensibly small area.
"In a digital maze, you cannot separate people's frustration at their inability to find their way out from their frustration with the interface and how the maze is presented," Gramazio explains."When people are stuck and can't find their way out, I think overwhelmingly the response is 'This is bullshit, I can't figure out where I'm going'. It's not 'OK, this is very clever, I need to stop and think about the choices I've made'.
Considered from on high, the maze isn't too demanding. It's closer to a single-path labyrinth than a maze, and there are unseen fail-safes to help you reach the end. Paradoxically, mazes make it easier to add such handholds without damaging the illusion: as Olsson explains, developers can"capitalise on the confusion that naturally comes with the introduction of a maze [...] to cheat the player in a helpful and discreet manner".
Talking to Swan reveals the diversity of approaches to maze building, some of which chime intriguingly with more mundane level-design questions. There are 'weave mazes', for example, where the paths loop under or over each other, which is a popular gambit in some multiplayer shooters. 'Braid mazes' have many paths but no dead ends. These can be especially tough for players, Swan notes, because"mentally we never 'close off' parts of the maze as solved".
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