4 ms·
This article was not convincing. The first half of a article seems to be the author rebutting their own meme, which I've never heard of. The main point of the
by CaptainFever 1y ago
This article was not convincing.
The first half of a article seems to be the author rebutting their own meme, which I've never heard of.
The main point of the second article is:
> What sounds more effective for pulling the player to the exit of a non-linear level?...
> (a) scripting, pacing, combat, economy: have an NPC brief the player on how to find the level exit, then place a ranged enemy turret, valuable item, and side-quest destination near the level exit
> (b) the raw power of architecture: rotate a rock, pray the player approaches that rock from a direction that coincidentally forms a secret imaginary invisible line that mind controls them into hallucinating a path toward one of three skybox mountains in the far distance
Which then concludes that one ought to prioritize the former over the latter.
Which isn't really convincing; it's attacking a strawman. From what I learnt, it's more of using things like lighting, motion, frames, and sometimes literal signs. Not really "magic rocks and mind control".
I think the author goes too far in the other direction. Both methods are useful; architectural hints (used IRL too), as well as game-specific hints (e.g. side quest destinations, valuable items).