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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