Micro Guidance
SpotLight & Guide Lines
Object under spotlight matters more.
Don't overestimate the power of Spotlight and guide lines though.
Attention & saliency
Contrast
Contrast in color, size, direction, shape, motion, texture contrastPlayer attention matters
Player attention may be in wrong direction — e.g. player may think the goal is to open a locked gate, when the solution is to climb through a windowObjects outside attention become hard to notice — e.g. players will notice enemies that from behind. If enemies come from behind, use explosions or something to announce their appearance. Or if you know where players are looking at, let enemies appear in front of players view.
Visual language
Real-world Logic
E.g. ant trails lead to a cave / lizards crawl on climbable surfacesCamera
visual center / compositionAffordance
Let appearance matches actual functionPositive affordance → attract — e.g. white walls are climbableNegative affordance → block — e.g. roadblocks
Mechanic
Lethal areas
Fire, spikesIndicate a dead end
Shovel striking metal bounces off with a "clang" sound
3D perspective
players may more easily miss visual cues in 3D perspective
AI guidance
NPCs, animals(e.g. Ghost of Tsushima), environment(e.g. Monster Hunter)
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