Spatial Communication

https://www.youtube.com/watch?v=AKeUZVikPV8

1. Present a clear objective

Make the goal visible from where the player starts.

  • Removes blank canvas syndrome
  • Helps setup up sight lines
  • Gives the player a clear objective

2. Motivate movement

Make the path through a section of the level not that obvious.

  • Block the players sightlines
  • Make them move around to gather information
  • Force them to piece together a mental map

3. Tear down walls

Remove sections of regular geometry to break monotony, and to show the goal in a more clear way.

  • Still prevents players escaping
  • More visually engaging
  • Opportunities to reinforce goal

4. Reveal information through new perspectives

Lure the player into dead ends. Make sections of level clearly apparent only when backtracking

  • Create small pockets of tension
  • Then resolve the tension in surprising ways
  • Keep the player engaged and on their toes

5. One-way valve

Block off player from returning to the previous area

  • Gently nudges the player forwards
  • Helps prevent player from getting too lost
  • Creates a more manageable play space

6. Present a privileged perspective

Let the player view the area from a vantage point

  • Study environment and form plan from safety
  • Player pushes forwards when they are ready
  • Difficult to learn layout under stress

7. The illusion of choice

Make divergent paths through a section of the level that converge into one.

  • Multiple routes that converge on a single point
  • Unlikely player will see all routes
  • Makes the space feel larger than it is

8. Attract the players attention

Make the temporary goal more visible through use of light, color and composition

  • Movement will catch the players eye
  • Light makes geometry easier to read
  • Sound will draw the players attention

9. Parallaxing elements

Add things throughout the section of the level that define volume, to break the two-dimensionality. Things like support beams, furniture, columns, desks, etc.

  • Provide depth cues as the player moves
  • Makes it easier to judge distance
  • Creates a dynamic image

10. Affordances communicate function

Use recognizable shapes to mark the way forward: door arches, stairs, ramps, jump platforms.

  • Doors and archways afford moving into a new space
  • Steps afford climbing
  • Recognizable forms like these are strong attractors to players

11. Creating mystery

Add life to the scene with subtle animations

  • Door slightly ajar tells the player it can be opened
  • Door blocks view so player can't see what is behind it
  • Things the player assumes exists, but can't see creates curiosity and mystery

12. Create short cuts

Use dead-ends from before to get the player back to the previous stage of the level from another side. Have them unlock doors, push down ladders etc.

  • Allows access to earlier areas even when using one way valves
  • Players like to circumnavigate challenges
  • Makes space feel more accessible and believable

13. Pinch points

Use spaces player has to walk through as composition tools

  • Control the players movement and therefore their camera
  • Show the player something important
  • Doesn't take control away from player

14. Build a vocabulary

Using similar things for similar purposes: pipes to cross chasms, jumping platforms.

  • Build on ideas that you have taught the player
  • Use these ideas to seed plans in players mind
  • Satisfaction in both seeing these plans be subverted or play out as expected

15. Safety nets

Don't make areas you can't return from

  • Restarts break immersion and flow
  • Keep the player in the game as much as possible
  • Doesn't compromise or undermine challenge

16. Path blockers

Have the goal just behind a grate or see-through socked door, so the player has to circumnavigate it.

17. Add temporary furniture

When there aren't any assets, just throw stuff around the level.

  • Spaces feel larger when empty
  • Art will inevitably be added to space
  • Make sure your space is large enough to accomodate both gameplay and art

18. Problem, solution ordering

Present the player with problem first, solution next.

  • Try to ensure player recognizes the problem before they find solution
  • Confusing the player if they discover information out of order
  • Can make puzzle feel redundant

19. Let the player get lost

Don't always keep the goal in clear visibility. Make spaces that are harder to navigate through.

  • Getting lost creates tension in the players journey
  • Finding where you are again is satisfying
  • Constantly knowing where you are kills tension

20. Build on uneven terrain

Create the start, the end of the level, and fill in the space between with complicated terrain.

  • Forces interesting architectural compromises
  • Looks more natural and visually interesting
  • Encourages designer to build off grid

#gamedev