design language : ronseal



It ‘Does exactly what it says on the tin’ is a great marketing strap line and a great principle to consider in game design.
Sometimes you want to consciously misdirect a player’s perception of a situation, but mostly you will be best served by making a unit, creature or feature ‘do what it says on the tin’. By clearly communicating with the player, and using conceptual models that they understand you will allow them to interact and enjoy a given feature or creature more.
Think about archetypal characters in narrative, e.g. Darth Vader or Gandalf
or tank design in RTS games
or characters in RPGs
or bosses in classic arcade games
Once you have developed the player’s familiarity with something, you can create variants or misdirections knowing that they are familiar enough to enjoy the development.


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