Josh
41 posts

Josh
@RiftVL
24, UWE Games Tech graduate, Val player || ESL referee @ Rio RMR & ESL Pro League S17
UK 가입일 Ocak 2014
115 팔로잉41 팔로워

@MrRoflWaffles I've never heard of a word like that, but the only word that comes to my mind is making the game feel 'real'.
The player, in most games, isn't going to just 'get' what they need to do. With design and narrative, your job is to make the player think they've 'got' it themselves.
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game design question pls help !!
is there a word for when a player has good "game sense" and "knows" stuff like:
- there will be loot down this dark corridor / under these stairs
- this unmarked door leads to mainquest, this other one is a sidequest (despite no obvious indicators to specify this)
- something "looks interactable"
i.e. when the player "GETS IT" and is well-steered with the game as the player's puppeteer. what is this called beyond just "good design"?? what word defines these moments of anchoring between developer intent and player understanding & action ?
the best games make the player feel smart when this happens as if they have "bested the game" etc, when in fact it's often just really hard work from the devs to give the player cues to understand that stuff in the first place, but I feel like there's gotta be a design word for when these 2 things (intention & response) end up perfectly aligned
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Josh 리트윗함

𝗪𝗲𝗹𝗰𝗼𝗺𝗲 𝘁𝗼 𝗕𝗟𝗞 𝗠𝗞𝗧 𝗣𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻𝘀🙏
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@DevourerDilf Gonna have to keep my window open now, listen out for the howls
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