![]() |
| Whatever you choose, remember to scream! |
When designing a Game one of the most common priorities is making sure everything, from visuals to Gameplay mechanics, is as smooth and polished as possible, this is done to make sure they are not an obstacle to the player and his/her Gaming experience.
At first it seems like a logical thought, if the player has to struggle with things like the HUD (Heads up display), the Inventory system or character movement, then he will spend less time playing and more time fighting against those elements, but the problem is that most people tend to quickly discard things that feel "Wrong" or "Clunky" without considering all aspects to that element.
At first it seems like a logical thought, if the player has to struggle with things like the HUD (Heads up display), the Inventory system or character movement, then he will spend less time playing and more time fighting against those elements, but the problem is that most people tend to quickly discard things that feel "Wrong" or "Clunky" without considering all aspects to that element.
As we've discussed previously in other articles (Here, and Here), all elements inside the Game have a direct impact on that Game's universe, it's feel, flow and identity, and as such all aspects and qualities of that element, be them "Good" or "Bad", have an impact too, case in point: "Run or Shoot?"


