Part

Presentation

You might say: what you see

The visible game state and its signs—scene, controls, HUD and feedback—are what the player perceives while acting.

What it does
Makes the system legible enough for the player to act and learn.
Ask
Can the player tell what changed and what can be done next?

What to look for

  1. Scene, controls and HUD in one view
  2. Feedback beside the changing state
  3. A next action the player can identify

Parts

Sources

  1. Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games, author article: Definition; Considering the player's mind; Perception; Signs and feedbackThe signs in a video game refer to all the perceptible cues that either urge the player to execute a specific action or inform the player of a system status.
  2. Celia Hodent, Cognitive Psychology Applied to User Experience in Video Games, Definition; Perception; Signs and feedbackThe signs in a video game refer to all the perceptible cues that either urge the player to execute a specific action or inform the player of a system status.
  3. Daniel Cook, Building Tight Game Systems of Cause and Effect, Strength of Feedback; Noisiness; Sensory typeTight visual feedback is highly functional; it communicates the effect to the player in an elegant efficient fashion.
  4. Steve Swink, Game Feel: The Secret Ingredient, Polish: screen shake, view-angle shifts, animation, sound and effectsThe tactile sensation of manipulating a digital agent.
  5. Christopher W. Totten, An Architectural Approach to Level Design, Introduction, p. xxxva good level can utilize environment art assets as part of its system of visual communication—communicating to the player through the repetition of specific assets

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