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Pablo Rodriguez

Understanding

  • Understanding/Affordances are design tools

  • Draw upon player’s real-world knowledge

  • Games can be:

    • Realistic
    • Create new worlds/physics
  • Affordances

  • “Communications from object to person”

    • Tell how to operate/interact
    • Indicate value of interaction

      New areas behind doors Rewards for actions

  • Based on lived experience

    • Understanding of body movement
    • Object interactions

      Hand-sized = manipulatable Two handles = heavy/needs help

  • Game Implementation

  • Must communicate player abilities

    • Walking on walls
    • Teleporting
    • Object lifting limits
  • Examples:

    • Super Mario

      Good things from bricks Traversable pipes

    • First/Third Person

      Highlight climbable edges

    • Portal

      Color-coded portals

    • Katamari

      Ball collecting mechanics

Affordances bridge real-world understanding with game mechanics, helping players intuitively grasp how to interact with game worlds. Level designers must effectively communicate both familiar and unique interaction possibilities through careful design choices.