One essential thing you’ve probably ignored for several years of gaming is how to move players or your character through games. This doesn’t have to do with which buttons you have to press on your controls. You need to know where your character needs to go and other things like knowing objects they can pass through or jump over.
Thankfully, developers have made provisions to guide you in doing these seamlessly. Through this article, we’ll discuss how to go about guiding players. In addition, we recommend you use an HWID SPOOFER to play your game undetected.
How to guide players through games
- Developers use colors
Many skilled developers understand the psychology behind colors and use them effectively in their games. Colors help gamers to identify objects, understand and identify spatial relationships, and experience tone, mood, and atmosphere.
Also, color makes you identify things they need to use to either achieve the objective or execute a task. A common example is a red color. Red is a common color that developers use to draw their players’ attention toward something. This works quite fine, even in your subconscious. Simple trick: any color that stands out in the area is worthy of your attention.
- Use leading lines
Pregame tutorials can be a very boring thing to do, especially when you just got this recently trending game. The same goes for short tips you have to read while playing games. Developers now use leading (guiding) lines, among several others, to make the session more enjoyable.
Guiding lines automatically tell you which direction to direct your in-game character without needing a specific marker or UI element. Additionally, developers also use these leading lines in level design.
- Light
Players want to have the freedom to go wherever they choose while playing games. It can be unsettling to feel like you’re only going where the game developer wants you to go. You’re more likely to get this feeling when the game uses arrow pointers to indicate what direction you need to go.
Light is common alternative developers use instead of arrows. Even in real life, people are naturally attracted to where there’s light. Many developers design their games such that the area of the map where you are standing looks dark compared to where you’re supposed to go. A quick tip: go to the places that look the brightest if the game has no pointers.
- Milestones
It is to get lost when playing on maps that are more like an open world. This happens mostly when the developer doesn’t want you to feel like you’re being controlled, thus, omitting the idea of excessive pointers. Milestones (or landmarks) are very handy to help you know your approximate location on the map.
When you’re confused about where you are or where you want to go on the map, these landmarks help you not stray. Weenies are also smaller variations of landmarks. These weenies help you to know where you are relative to the bigger landmarks’ positions.
- Dialogue instructions and hints
Dialogue instructions are a feature of video games that have been in existence for as long as we can remember. This method is one of the simplest ways of guiding players through games. Sometimes, dialogue instructions can either be words spoken in-game or short sentences displayed on the screen.
However, many players don’t like this because it makes the game feel like you’re just following a list of instructions. More interesting is that some developers now use dialogue hints instead of direct, simple instructions. Dialogue hints make you figure things out for yourself instead of following a set of instructions.
Conclusion
Players need to be guided without feeling the process. As a result, game developers have devised subtler ways to go about this while players still get to enjoy the game to the fullest. Developers mostly use color and light to guide their players.
Go for places that look brighter than where you’re standing. At other times, look for colors that stand out from other colors in the environment – red is a common color. Sometimes, none of these indicators could make you feel lost and uncertain of your position. In situations like this, look for guiding lines and landmarks.