Wayfinding
Understanding Wayfinding in Level Design
Section titled “Understanding Wayfinding in Level Design”- 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
- Environmental 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.