Former Games HCI Professor and Critic for IGN Portugal
Mamma always said life's like a box of chocolates, you never know what you're gonna get
...did I say life? I meant Astro Bot, mamma said Astro Bot's like a box of chocolates, only all chocolates are wondrous platforming bonbons and the filling's a juicy, nostalgic gameplay mechanic...
Mamma always said life's like a box of chocolates, you never know what you're gonna get
...did I say life? I meant Astro Bot, mamma said Astro Bot's like a box of chocolates, only all chocolates are wondrous platforming bonbons and the filling's a juicy, nostalgic gameplay mechanic...
And lo! how bizarre and whimsical the words and world and creatures and secrets that lie deep deep in this cavernous Animal Well.
The first metroidvania born a metroidvania
And lo! how bizarre and whimsical the words and world and creatures and secrets that lie deep deep in this cavernous Animal Well.
The first metroidvania born a metroidvania
Animal well is different. Its fiction bears no clear genre. We don't know anything about it.
Animal well is different. Its fiction bears no clear genre. We don't know anything about it.
Metroidvanias have always been about the mystery belying its exploration puzzles. How does one reach that nook? What's hidden in that peculiar crag? What key opens the door?
Historically, puzzles were just that: puzzles. They served their genre masters dutifully...
Metroidvanias have always been about the mystery belying its exploration puzzles. How does one reach that nook? What's hidden in that peculiar crag? What key opens the door?
Historically, puzzles were just that: puzzles. They served their genre masters dutifully...
Yellow is a bright, saturated colour - psychology tells us such colours are highly attractive of attention.
They're also very effective for contrasting against dark backgrounds, so perfect for horror games, crates, rocks and all the things games use them for!
Yellow is a bright, saturated colour - psychology tells us such colours are highly attractive of attention.
They're also very effective for contrasting against dark backgrounds, so perfect for horror games, crates, rocks and all the things games use them for!
The alternative is either frustrating blockers and inaccessible games... or a few internet rants!
TLDR:
"Is yellow paint good?" Yeah!
"Can we do better?" Yeah, UX can!
Any qs on this lemme know!
The alternative is either frustrating blockers and inaccessible games... or a few internet rants!
TLDR:
"Is yellow paint good?" Yeah!
"Can we do better?" Yeah, UX can!
Any qs on this lemme know!
- Having UX processes and UX/A11y experts be part of the team since day 1. They can make designs more playable from the ground up, in a way that fits studios design vision (whether that means more or less immersion!).
- and playtest!!!!!
(15/16)
- Having UX processes and UX/A11y experts be part of the team since day 1. They can make designs more playable from the ground up, in a way that fits studios design vision (whether that means more or less immersion!).
- and playtest!!!!!
(15/16)
(14/16)
(14/16)
Yellow paint and Busy UIs are effective, cheap and producer friendly!
(13/16)
Yellow paint and Busy UIs are effective, cheap and producer friendly!
(13/16)
- It's expensive to test and make sure these subtle signifiers actually work. If you don't test, you will risk alienating players.
(12/16)
- It's expensive to test and make sure these subtle signifiers actually work. If you don't test, you will risk alienating players.
(12/16)
Many reasons:
- It's more hard/expensive to design games to be both playable and look organic and immersive. Particularly if they are very graphically realistic.
(11/16)
Many reasons:
- It's more hard/expensive to design games to be both playable and look organic and immersive. Particularly if they are very graphically realistic.
(11/16)
- Clear thanks to visual contrast.
- Signify function – they look climbable
- Look like natural rock! No paint needed.
(10/16)
- Clear thanks to visual contrast.
- Signify function – they look climbable
- Look like natural rock! No paint needed.
(10/16)
"But... can we do better than a hamfisted yellow paint and still get players to play the game?"
We can!!! Here's how...
(9/16)
"But... can we do better than a hamfisted yellow paint and still get players to play the game?"
We can!!! Here's how...
(9/16)
A) losing players to frustration + making the game inaccessible to millions of buyers
VS
B) making the experience slightly less immersive for all
They'll pick B everytime. Why?
(8/16)
A) losing players to frustration + making the game inaccessible to millions of buyers
VS
B) making the experience slightly less immersive for all
They'll pick B everytime. Why?
(8/16)
(Not in Rebirth, I'd wager!)
But what if it WAS important?
(7/16)
(Not in Rebirth, I'd wager!)
But what if it WAS important?
(7/16)
- Getting stuck in a game for hours?
- Making the experience of playing the game less immersive/engaging by adding hamfisted signifiers on top?
The tradeoff depends on...
(6/16)
- Getting stuck in a game for hours?
- Making the experience of playing the game less immersive/engaging by adding hamfisted signifiers on top?
The tradeoff depends on...
(6/16)
(5/16)
(5/16)
The thing is, without some amount of strong signalling on how to interact with the game, a significant amount of these same "I love to experience the world" players will get stuck at some point.
(4/16)
The thing is, without some amount of strong signalling on how to interact with the game, a significant amount of these same "I love to experience the world" players will get stuck at some point.
(4/16)
(3/16)
(3/16)
- It makes the world less imersive/ seem fake and gamey, by signalling it was artificially created by a designer (as opposed to "feeling real").
...
(2/16)
- It makes the world less imersive/ seem fake and gamey, by signalling it was artificially created by a designer (as opposed to "feeling real").
...
(2/16)
How do I know this? Coz at @PlayerResearch we research dozens of AAA games every year.
"But is it great?" No!
Why? And what is? read on (1/16)🧵
How do I know this? Coz at @PlayerResearch we research dozens of AAA games every year.
"But is it great?" No!
Why? And what is? read on (1/16)🧵
It also has the finest line work and negative space this side of KRZ
Smart, stylish, and soul-crushing: a scifi masterpiece
It also has the finest line work and negative space this side of KRZ
Smart, stylish, and soul-crushing: a scifi masterpiece