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Tuesday, January 26, 2016

Guiding the Player

An important aspect to designing a game is deciding how the player should be guided through the game. This guidance usually falls under direct guidance or indirect guidance. When using direct guidance game designers need o be cautious of how much information they give the player and when they give the information. "The message must be given to the player when it is immediately relevant. Some games try to tell the player all the possible controls... but it is ridiculous to think that a player will be able to remember all of those controls" (Benson 198). To avoid this problem I give reminders to the player what some of the controls are when they are needed. For example when a player receives an ability I remind them what button is used to activate it as well as when it can be activated.
A brief explanation on how the game is played

For indirect guidance game designers lead players without them knowing they are being leaded. Constraints are needed to be placed to avoid the risk of choice paralysis, which occurs when players are given too many choices and cannot evaluate the consequences of them all (Gibson 100). While it is exciting to be given multiple choices to choose from, however too many choices can create a negative effect rather than a positive one. I avoided choice paralysis by providing a limited amount of meaningful choices that each provide its own distinct advantage.

What was the hardest choice you ever made in a game?

Gibson, Jeremy. Introduction to Game Design, Prototyping, and Development: From
     Concept to Playable Game-with Unity® and C#. Upper Saddle River:
     Addison-Wesley, 2015. Print.

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