Contextual and theoretical studies 2: Affordance

Something in your game might look like it does something but when the player goes to interact with it doesn’t do anything. To avoid this create signifiers. If you continue to use a similar material on objects that you can use. Button prompts and lights up halos work to that same effect.

If you want your player to go somewhere in your environment you must use signifiers such as open paths. lit up parts of rooms or obscure sight with particle effect or fog to motivate curiosity.

If you want the player to not go somewhere. make it less interesting placing fewer assets and creating short deadends.

If you want the player to go somewhere later create an interaction but leave hints in sparking wires that need to be fixed or a lock that is clearly presented.

Objects afford certainly learnt interactions in life pushing buttons is a great example as well as looking into a lense like a telescope. every time I see a telescope in VR I look down at it and am disappointed when the lens is a flat low res texture.

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