In Alex Goody & Antonia Mackay (eds.),
Reading Westworld. Springer Verlag. pp. 79-96 (
2019)
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Abstract
This chapter will analyse Westworld from the perspective of games design, focusing on these three main issues. The design process of Westworld is unpacked throughout the series. We see different incarnations of the game, from its origins through various patches and constant updating. The development team discussed the process on screen, debating issues of narrative architecture which include environmental storytelling and micronarratives, creating meaningful play, as well as pursuing profit through perceived populism. The players themselves have different goals and motivations and engage with the game in wildly different ways. They can be se seen as embodiments of different player typologies, some focusing on socialisation or escapism, others on discovery and advancement. Engagement and motivation are also seen to change through time, and impact players’ desire to return to the game. Finally, the motivations of players and developers align to answer a broader question about games: Is play meaningful at all? And, if it is, what constitutes meaningful play and how can that experience be designed?