COMO OS JOGOS MANIPULAM SUA DIREÇÃO
Summary
TLDRThis video explores the subtle yet crucial aspects of game design, focusing on how games guide players toward their objectives. It delves into the evolution of navigation systems in games, from early side-scrolling titles to modern open-world experiences. The video examines the use of directional markers, such as arrows and GPS, in guiding players, and contrasts it with more creative methods like visual cues, environmental storytelling, and non-traditional markers. It also discusses the challenge of balancing intuitive guidance with player exploration, highlighting examples from games like Zelda, Dark Souls, and Ghost of Tsushima.
Takeaways
- 😀 The direction in games is a critical element of game design that can affect player engagement and enjoyment.
- 😀 Early games used simple methods, like side-scrolling, to direct players, either automatically or by using visual cues.
- 😀 As games evolved, particularly with the introduction of 3D environments, direction became more challenging to convey effectively.
- 😀 Open-world games face the challenge of guiding players without making the experience feel monotonous or frustrating.
- 😀 Many modern games use directional markers on maps or radars to help players find objectives, but this approach is often standardized and can become repetitive.
- 😀 In the past, games like classic GTAs relied on the player's ability to navigate by themselves, which forced players to become more familiar with the game's world.
- 😀 Some games, such as Need for Speed Underground 2, experimented with non-standard methods like giant 3D arrows over vehicles to guide players, which felt unique and creative.
- 😀 Games like Zelda: Ocarina of Time and Dark Souls avoided traditional directional markers and instead used story and visual stimuli to guide players.
- 😀 Games such as Ghost of Tsushima used environmental elements, like the direction of the wind, to guide players naturally, offering a more immersive way to find their way.
- 😀 The lack of clear directional markers in some games (e.g., Shadow of the Colossus) forces players to rely on exploration, adding to the challenge and satisfaction of discovery.
Q & A
What is the main topic of the video script?
-The main topic of the video is the exploration of how video games direct players in their journey, focusing on game design elements like direction markers and visual cues.
Why is the concept of direction important in game design?
-Direction is crucial in game design because it can significantly affect the player's experience. It can make a game feel engaging and memorable or lead to confusion and frustration if not handled well.
What are some common ways that games guide players towards the correct direction?
-Common methods include using direction icons on the screen, story cues, visual markers like glowing lights or objects, and physical barriers like walls to force the player forward.
How did older games handle player direction compared to modern games?
-Older games, like early arcade or platformers, often used very simple methods like side-scrolling or automatic movement. In contrast, modern games, especially open-world games, face more complex challenges in guiding players without making the experience too tedious.
What is the role of 'markers' in modern open-world games?
-Markers in modern open-world games, such as waypoints on a map or GPS-style navigation systems, are used to guide players to objectives or points of interest. These markers help avoid confusion and ensure players don't get lost in large, expansive game worlds.
How did the design of the game 'Need for Speed Underground 2' handle direction differently?
-In 'Need for Speed Underground 2,' instead of using a traditional map or GPS, the game used a large, 3D arrow above the player's car to point in the correct direction. While it may seem outdated, it provided a unique, visual way to guide the player.
Why does the video mention 'The Legend of Zelda: Ocarina of Time' as an example of game design?
-'The Legend of Zelda: Ocarina of Time' is highlighted because it doesn't use traditional direction markers. Instead, it relies on story elements and visual cues to guide the player, encouraging exploration and making the game more challenging.
What is the significance of 'Dark Souls' in terms of direction and exploration?
-'Dark Souls' is mentioned because it also doesn't use traditional markers. It relies on player exploration and item placement to guide players through the world. The challenge is figuring out the path without explicit direction, which is a core aspect of the game's design.
How does 'Ghost of Tsushima' use environmental cues to guide the player?
-'Ghost of Tsushima' uses wind direction as a unique visual cue to guide the player. The direction of the wind indicates where the player should go, making use of natural elements in the game world to help with navigation.
What is the main challenge when designing games with multiple possible directions for the player to follow?
-The main challenge is ensuring that players don't feel lost or frustrated while also avoiding making the game too linear. The game must provide enough direction to make the player feel guided but not overly constrained or bored.
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