5 ms·
I think the discussion point here is that game devs and artists create a visual language for communicating to the player on elements of the game and their impor
by zen928 2y ago
I think the discussion point here is that game devs and artists create a visual language for communicating to the player on elements of the game and their importance, and from simplifying some elements to be the equivalent of a pointing flashing sign that it's a reflection of their opinion on the ability of the players to understand their mechanics vs their visual language/mechanic being flawed to begin with
if you were directed in the game to go towards paths that would have inaccessible content, then I don't think painting the ground yellow says anything other than "hey idiot, stop looking around, its over here!", which, to be fair, IS strictly better from a user experience perspective than to simply get stuck due to lacking indication or direction
- danielbln 2y agoThe trick (albeit difficult) is to be very subtle about it, maybe a quick emote from the main character "I shouldn't be here" or some environmental design that guides the player. Valve is doing an amazing job there usually, Super Giant Games as well). Other game devs slap you over the head with it, with markers, popups, and whatnot and don't even let the player do any discovery, an endless tutorial.