Information Technology Reference
In-Depth Information
content is assigned to a visual object is determined by the purpose of the object and
how it fits in game play.
Graphical representations can have a profound impact on how the user perceives,
understands, and interacts with in-game content. For example, in Warhammer
Online, the areas where the player is to complete quests are highlighted on the map
in red so the player needs only to reference his or her map to determine next steps
with little or no planning. In WoW, the in-game map does not have this feature and
requires the player to read the quests and pay attention to story details contained
within the quest log and strategize based on his understanding of the game as played
thus far—a system that requires the player to be able to read between the lines or
reference previous tasks completed (though there are also online materials that do
this for players). Though different in design, it should be noted that the neither one
nor the other is recommended as “better” but only different and the strategy of game
play is affected, which emphasizes different game play and player experience.
Embedding content and information graphically also allows games to incorpo-
rate, literal representations of content as well as figurative representations of abstract
concepts. This is an important feature of game design, harnessing the ability to com-
municate abstract concepts through visual medium. For example, in some RPGs,
choosing to select or interact with a specific object/character may align the player
with a faction who represents a specific ideology, impacting the remainder of the
game. Objects within the context of the game environment can be assigned abstract
meanings such as specific ideologies, but the definition of the object is only mean-
ingful to the player if the context of the game and game play reinforces and supports
it. This requires the player interactions to reflect the consequences and rewards of
the objects' assigned meaning.
The visual representation of content also provides an opportunity to consolidate
a large amount of information and make it easily accessible to the player. Objects
do not have to be as complex as a character in an RPG; a lot of information can
be embedded in an icon, but like the complex representations, the meaning of sim-
ple objects to the player is also defined in relation to the environment and other
objects. Examination of any portion of game play reveals how much information is
conveyed through visual objects and as a result how the design of visual informa-
tion supports and reinforces the user experience through this content. For example,
in some RPGs a single icon represents a single character action, such as casting a
specific spell. A series of icons represent a collection of character actions, such as
a different spell for each icon. In one situation, perhaps icon A and B should be
used, in another situation icon A, C, and D should be used. Although the player
knows what each icon stands for, it is only within the context of these situations
and through the action of choice does the player develop a deeper understanding of
what each icon means. If the player misunderstands or does not know the meaning
of the icon, assuming that knowing what the icons mean is a key learning objective
for game progression, then the player fails until they are able to demonstrate other-
wise. This potential for failure ensures that the player has an accurate understanding
of the purpose and meaning of the icons without having to provide an explicit
explanation.
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