Visually Directing the Player

UCLA Game Lab » Visually Directing the Player

…one philosophy that I try to abide by in game-design is that there are no bad players-only bad designers. If a player feels stupid, cheated, or frustrated, it shouldn’t be the player’s fault. It should be the designer’s responsibility to prevent the player from feeling this way, and in order to do this, there exists the much beloved activity of play-testing.
There are many problems that arise out of a good play-test, but I’m going to focus on the aforementioned one of “visual direction,” to guide the player a specific way.

Joshua Nuernberger, creator of the fantastic adventure game, Gemini Rue, recently (or not so recently as the case may be) posted an essay on providing visual cues to direct players in game. It’s an interesting read if you’re fascinated by game design decisions. Also, if you haven’t played Gemini Rue (as it’s an under-marketed indie game, you probably haven’t) and like adventure games, you definitely should. I love the visuals in the game, and it has a fantastic mood, setting, and story.