Your Attention, Please

Half-Life 2 BreenboardSome video games we lambaste for holding our hands, others we chastise for letting us wander. For developers, then, balancing the flow of progression means… a walking of the tightrope. On this topic, then, I would like to share with you two interesting articles that I have recently read.

In “Guiding the Player’s Eye”, Matthew “Gangles” Gallant directs our attention to the complexities of orienting the player in a three-dimensional world by illustrating, via a generous amount of example screencaps, Valve’s use of various visual cues:

The best approach is to guide the player organically, catching their eye with elements that fit seamlessly into the game world. In this school of thought, Valve is peerless. 1)http://gangles.ca/2009/05/26/guiding-the-eye/

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