https://youtu.be/AKeUZVikPV8?si=qO45pC0r4wEtL4Xv
Blockout
Maximum information for minimum effort
- Communicates important gameplay information to your team
- Gets to playable state as quickly as possible
- Simple structure for quick iteration and accommodating changes
Present a clear object
- Removes blank canvas syndrome
- Helps set up sight lines
- Gives the player a clear objective
Motivate movement
- Block the player's sightlines
- Make them move around to gather information
- Force them to piece together a mental map of the space
Tear down walls
- Still prevent the player from escaping
- More visually engaging
- Opportunity to reinforce goal
Reveal information through new perspectives
- Creates small pockets of tension
- Release the tension in surprising ways
- Keep the player engaged and on their toes
One-way valve
- Gently nudges the player forward
- Prevents player getting too lost
- Creates more manageable play space
Present a privileged perspective
- Study environment and plan from safety
- Player pushes forward when they are ready
The illusion of choice
- Multiple routes that converge on a single point
- Unlikely that the player will see all routes
- Makes space feel larger than it is
Attract the player's attention
- Movement will catch the player's eye
- Light makes geometry easier to read
- Sound will draw the player's attention
Parallaxing elements
- Provides depth cues as the player moves
- Makes it easier to judge distance
- Creates a dynamic image
Affordances communicate function
- Doors and archways afford moving into a new space
- Steps afford climbing
- Recognisable forms like these are strong attractors to players
Creating mystery
- A door that is slightly ajar and swinging in the breeze
- Door blocks view so player can't see behind it
- Things the player assumes exists, but can't see creates curiosity and mystery
Create short cuts
- Allows access to earlier areas even when using one way valves
- Players can circumnavigate previous challenges
- Makes space feel more accessible and believable
Pinch points
- Controls the player's movement and therefore the camera
- Can frame a shot to show the player something important
- Does not take control away from the player
Build a vocabulary
- Build on ideas that you have taught the player
- Use these ideas to seed plans in player's mind
- Satisfaction in both seeing these plans get subverted or play out as expected
Safety nets
- Restarting breaks immersion and flow
- Keep the player in the game as much as possible
- Falling a small way and being able to try again does not compromise or undermine the challenge
Add temporary furniture
- Spaces feel larger when empty
- Art will inevitably be added to the space
- Make sure space is large enough to accommodate both art and gameplay
Problem solution ordering
- Try to ensure the player recognises the problem before they find the solution
- Confusing fort the player if they discover information out of order
- Can make puzzles feel redundant
Let the player get lost
- Creates tension in the journey
- Finding where you are again is satisfying
- Constantly knowing where you are kills tension
Build on uneven terrain
- Forces interesting architectural constraints
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