• rtxn@lemmy.world
    link
    fedilink
    English
    arrow-up
    6
    arrow-down
    1
    ·
    edit-2
    2 days ago

    I remember Mirror’s Edge getting praise for its runner vision because of how well it integrated into the already strong visual style.

    But then I also remember Half-Life 2 using nothing like that. It used player training, framing, and visual/aural/mechanical cues. The Ravenholm chapter was particularly great at that.

    You enter the chapter. It’s a long shot of a backyard. The way forward is marked by a flock of crows, a pair of legs swinging from a tree, and light coming from the building. The building is full of sawblades and propane tanks, and a zombie torso perched on top of a blade stuck deep in the wall. Your path forward is blocked by debris, which forces you to slow down, and you had just received the gravity gun, so your options are obvious. The game is telling you what to do in a completely diegetic way. When you first meet Grigori, you leave a well-lit area and walk through a dark alley, which frames your view and forces you to look at the introduction. You can’t progress until you figure out the fire trap mechanic. Then you disarm a high voltage trap, which is marked by a loud spark, and the effect of your action is immediately visible through a window with a strong contrast between the cold exterior and warm interior light. Immediately after that, you get inroduced to the poison headcrabs in a safe place where their mechanic is obvious, but can’t actually kill an unprepared player. The fast zombie introduction still gives me the creeps. Having them leap across the moonlit cityscape was not only absolute cinema, but it quickly taught the player what kind of enemy to expect.

    The yellow adventure line is a crutch. It marks either the laziness or outright failure of a designer to train the player. If the player can’t find the way forward from diegetic clues, the design must be changed, and yellow paint must remain the last resort. Half-Life 2 was a masterpiece and the gold standard of environmental design that the likes of Naughty Dog can’t even come close to replicating.

    • Bronzebeard@lemm.ee
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      1
      ·
      1 day ago

      which forces you to slow down

      And you see why this method doesn’t work for a game like Mirror’s Edge, which is most fun when you never stop moving.

      • Squirrelanna@lemmynsfw.com
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 day ago

        Exactly what I was about to say. The markers in Mirror’s Edge are less “Go here dipshit” and more “Here’s an option for maintaining flow state”. Because of that, it feels more like an intuitive instinct manifesting in color. And in a lot of the more open areas you don’t always even need to follow it.

    • uniquethrowagay@feddit.org
      link
      fedilink
      arrow-up
      1
      ·
      1 day ago

      The level design of Half Life 2 is truly amazing. It’s great in a way you don’t even notice because everything just feels so natural.