Game Development Reference
In-Depth Information
Figure 7.5
In-game screenshot. (Figure courtesy of Peter Kalmar.)
the exit door in the top right and hears the of-screen murmurs of the
trapped ally as described above, we're up to seven . That is about as
tight as I can possibly run this ship without causing the player to lose
his or her mind and throw the keyboard out the window.
Keep in mind that all of the information (for the most part) here is
visual. For that reason, we can offload some of the cognitive load to
the auditory channel instead of bogging down the visual. In addition,
this is a great place for us to offer learning support. The player has
already received a prompt to move around:
… Some of the rubble fell on top of me and I can't move… can you walk?
The player is compelled to act. The character has been requested to
help an ally who has, apparently, been trapped by rubble. Assuming
the player doesn't know that WASD is the default movement for most
PC games, he or she will probably start mashing buttons. When the
player presses the wrong ones, like ZXVC, or the arrow keys, we are
going to move him or her anyway. The movement will be staggered,
as if the player were injured by the explosion. The ally will chime in:
No… no that's not right. You're close… try a little harder to get your
footing … use the WASD keys to steady yourself and move!
In this way, we wait for players to fail before we inundate them with
tutorials they might not actually need. If players have pre-existing
knowledge on how to play PC games, they will likely go for the
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