Maze Design: Part III

In future posts I’m going to walk through the process of creating a poster-sized maze.  Just to finish off this little series of posts, I wanted to talk about controlling the randomness in mazes.  

This really comes down to personal preference, but I like a maze to feel like something that you can solve, or at the very least, feel like you are traveling through a journey of sorts.  What I don’t like is a maze made up of a bunch of very sort pathways leading to a million dead ends.  I think of these types of mazes as being like a house of mirrors.  You bounce around like a pinball from dead-end to dead-end until by random chance you fall out the end.  You might not have any idea how you got to the end.  In mazes, I find this kind of design more frustrating then entertaining.

So when I design mazes I try to let the paths go for a while before either coming to a new junction or running into a dead-end.  I want the maze runner to feel like they are moving deeper and deeper into the maze – wondering if they made the right choose rather then slamming into a series of dead-ends with little time to think about what they are doing.

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