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Pablo Rodriguez

Wayfinding

  • Wayfinding Definition:
  • Methods designers use to indicate destinations
  • Shows players “where they might want to go”
  • Differs from Affordances:
  • Wayfinding: Indicates destinations
  • Affordances: Shows what players can do
    • “Wayfinding doesn’t tell how to get there”
    • “Affordances don’t tell where you’re ending up”
  • Implementation Types:
  • Diegetic
    • Exists within game context
    • Examples:
      • Road signs
      • Billboards
  • Non-diegetic
    • UI elements
    • Examples:
      • Floating arrows
      • Glowing minimap spots
  • Signage Approaches:
  • Explicit
    • Clear language-based signs
    • Requires localization consideration
  • Implicit
    • Environmental indicators
      • Biome changes
      • Fog/light changes
      • Up/down indicators
  • Examples:
  • Mirror’s Edge: Uses color for direction
  • Racing Games: Painted arrows and lit signs
  • Sandbox Games: Directional arrows for tasks
  • Halo Series: “fantastic job mixing implicit and explicit wayfinding”

Wayfinding serves as a crucial tool for guiding players through game environments using both in-game and UI elements. The choice between explicit and implicit methods depends on the game’s needs and design philosophy.