Player Guidance
- affordance
- A way to communicate to the player what to play with or where to go
- Use consistent color and textures
- denying affordance
- Communicates to the player where not to go
- Contextualize why the player can't interact with an object
- visual language - shape
- establish a consistent shape language
- round = safe
- rectangular = stable
- pointy = dangerous
- unique silhouettes
- visual language - color
- establish a consistent color language
- color provides context in block mesh
- contrasting colors draw the eye
- yellow has become a standard for guiding the player
- landmarks (weenies)
- orient players in the world
- big object that can be seen far away and repeatedly to orient the player
- a goal for the player to work towards
- opening attract
- refuge space
- mystery of what's inside
- gates and valves
- gates - stop progress until conditions are met
- valves - shut behind the player so they can't back track
- leading lines
- composition technique to draw the player's eyes towards an object or objective
- pinching/funneling
- layout funneling the player
- great for setting up a reveal
- easier to position the player where you want them
- framing and composition
- framing draws the player's attention to what is important
- breadcrumbs
- lead the player a little piece at the time to the goal
- pickups are a classic method for guiding the player down the right path
- textures
- signifies affordance
- movement
- grabs the player's eye and attention
- light and god rays
- players are attracted to light
- draw leading lines for the player
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