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Marc McGinley
@marcmcg
Game designers try to always telegraph game state to the player to guide them. Design (UX) conventions can be useful, because players recognize patterns. Green means good, red means bad etc But these can sometimes be a trap. It’s too easy to follow them blindly. Example: 🧵
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Marc McGinley
@marcmcg
When a player is playing as a character they are often playing with the mindset of the character, not the player. That’s not to say they’re dumb and they believe they are the character, but it’s the best gaming experience to roleplay.
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Marc McGinley
@marcmcg
So what does it mean when you’re trying to implement a convention such as green = good and red = bad? You sometimes get ludo-narrative dissonance. That is, the game design and the narrative are telling you different things.
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Marc McGinley
@marcmcg
On Far Cry 6 we had a team of amazing level designers. Their sole job was to implement missions and design amazing gameplay experiences for players. These folks care so much about the player having a clear and concise journey through the game.
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Marc McGinley
@marcmcg
But there’s the issue, the were designing for a player who is A) constantly looking for clues on how to “solve” the game rather than B) getting caught up in the clues that signal how the game world works.
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Marc McGinley
@marcmcg
This is really important because in A) players are reactionary and defensive (“get me out of here”) and in B) they are curious (“what does this do”) and solving these challenges makes them feel smart
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Marc McGinley
@marcmcg
An established mechanic in Far Cry games is having enemy “outposts”, which are heavily guarded and alarmed. If an enemy spots you they go and sound the alarm.
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Marc McGinley
@marcmcg
In FC6 we added new mechanics around alarms including cameras and control boxes (manual override) for the camera systems. These needed new designs. So when you’re working through a design for this kind of system you’re thinking about how to telegraph it to the player.
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