Tuesday, October 23, 2012

Visual Communication


In this reading the author talks about the use of visual direction as a way of using hints or guiding the player and reinforce their gameplay goals. Nuernberger uses a boss battle in Zelda as an example. What also is visual direction is the way that you start out on the left side on NES Mario.

Nuernberger talks about different visual features used. Lighting Cues is when something has a special light or effect on it, implying that you need to interact with it. Hotspots -which are things that are explicitly stated in the game that says you need to interact with this. Animation - which is when a light flickers on or off. Contextual Trails - which is like using blood on a trail the user is taking, saying Danger! After reading this article, I keept thinking about how hard it would have been playing Resident Evil series and many other games without visual direction. Not only would it be difficult, it would probably be impossible.

The second reading on Dalmau talks about every learning process being described as a function of time and knowledge and calls it the learning curve. He talks about establishing knowledge and strategies for recycling knowledge with things that we already do, like use the computer. Dalmau talks about Consistency as being applied in different areas but highlights some main points as Color schemes, typography, dialog design, and controls. He also talks of visual patterns and the different ways of customization.

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