Sunday, 16 October 2011

Improving Player Spatial Abilities for 3D Challenges

http://dl.acm.org.ueaezproxy.uea.ac.uk:2048/citation.cfm?id=1746050.1746056&coll=DL&dl=ACM&CFID=48683565&CFTOKEN=29714812

This article, written by Keith Nesbitt, Ken Sutton, Joshua Wilson and Geoff Hookham is not as useful as some of my other sources. However it outlines the importance of players being able to navigate a 3D world by using a 2D map as a reference, it especially notes RPG games specifically as having this element.

I know that the G.E.C.K and the game Fallout: New Vegas has a 2D map which the player can pull up if needed. However it offers alot of issues such as not indicating clearly to the player when they are on a level that his higher or lower than an area above or below them. Say for example you are in a system of caves and you check the minimap, you are standing at what appears to be a crossroads in the cave system according to that map. However you aren't...in the gamespace you can only see the liniar caven you are in...you don't know if that other cavern is below or above you.

So although not alot in the article is useful, it does allow me to make use of it, I will make use of it by paying consideration to the design of the level so that it does not make the minimap complex/unclear.

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