Recently in class we've been learning about affordances and how they are used to help guide players through games. In my past I've encountered many affordances that have distinctly stuck out and made me appreciate the design of the game, though I only attributed them to "good game design" rather than a specific aspect of it. To name a few, I specifically remember the green lights on platforms that indicate where the player should jump to in the newer DOOM games, as well as checkpoint gates in Nioh that are only meant to be opened from one side (shown by a bar that must be lifted from the other side, which shows the player where they have to get to). Now that I understand what affordances are and can recall many of the times I've seen them in games I will better be able to create games that make sense and are fun to play. I'd like to also incorporate affordances into the game we are working on as a team this year, which should be pretty easy for me to do because I'm the 3D modeler so a lot of the visual environment will be my job to create. Unfortunately we'll be making a few levels individually, so I'm not quite sure how exactly things will pan out in terms of consistency, so we may have to communicate more before adding additional things to our game idea such as affordances. On the bright side though adding affordances should be easy for our type of game, as we can indicate areas for the players to explore and weaknesses of the monsters just through how they are visually designed.
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AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
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Last updated 5/14/21
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