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	<title>Comments on: Visually Directing the Player</title>
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	<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/</link>
	<description>indie adventure games design, development &#38; appreciation</description>
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		<title>By: Jack</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-5692</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sat, 05 Feb 2011 08:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-5692</guid>
		<description>Fascinating article.  I&#039;ll be bookmarking this one.

Keep up the beautiful work.</description>
		<content:encoded><![CDATA[<p>Fascinating article.  I&#8217;ll be bookmarking this one.</p>
<p>Keep up the beautiful work.</p>
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		<title>By: Your Attention, Please &#8211; The Slowdown - http://www.slowdown.vg/</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-651</link>
		<dc:creator>Your Attention, Please &#8211; The Slowdown - http://www.slowdown.vg/</dc:creator>
		<pubDate>Sat, 28 Nov 2009 12:23:05 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-651</guid>
		<description>[...] the very important feelings of empowerment and control, even reward. In his recent article, “Visually Directing the Player”, Joshua Nuernberger (Boryokudan Rue, La Croix Pan, Resonance) discusses these very same [...]</description>
		<content:encoded><![CDATA[<p>[...] the very important feelings of empowerment and control, even reward. In his recent article, “Visually Directing the Player”, Joshua Nuernberger (Boryokudan Rue, La Croix Pan, Resonance) discusses these very same [...]</p>
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		<title>By: Dungeoner - Game design, reviews and nerdiness!</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-642</link>
		<dc:creator>Dungeoner - Game design, reviews and nerdiness!</dc:creator>
		<pubDate>Wed, 25 Nov 2009 12:28:59 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-642</guid>
		<description>&lt;strong&gt;Interesting read - Visually directing the player...&lt;/strong&gt;

Today I&#039;d like to point you all to a nice article I found on A Hardy Developer&#039;s Journal (Igor Hardy&#039;s blog). It&#039;s actually the first submission by Joshua Nuernberger (La Croix Pan, Boryokudan Rue), and totally oriented towards Point-and-click adve...</description>
		<content:encoded><![CDATA[<p><strong>Interesting read &#8211; Visually directing the player&#8230;</strong></p>
<p>Today I&#8217;d like to point you all to a nice article I found on A Hardy Developer&#8217;s Journal (Igor Hardy&#8217;s blog). It&#8217;s actually the first submission by Joshua Nuernberger (La Croix Pan, Boryokudan Rue), and totally oriented towards Point-and-click adve&#8230;</p>
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		<title>By: Joshua Nuernberger</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-636</link>
		<dc:creator>Joshua Nuernberger</dc:creator>
		<pubDate>Mon, 23 Nov 2009 02:28:44 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-636</guid>
		<description>A-ha, good comments bhlaab. I agree with both of your points and I&#039;ll try to respond in full:

Hotspots: You are correct in that it defeats the principle of visual direction, but as a last resort, it&#039;s still a tool you can utilize to direct the player. I threw it in just because it&#039;s what I do when I can&#039;t direct the player any other way--maybe I should&#039;ve specified that better? So yes, it&#039;s not technically visual direction (because it downright states an order to the player) but I still thought it was important to mention it as a useful tool when all else fails.

Contextual Trails: I agree. The blood is an afterthought, because in this case, I was working with a composition that was more or less set in stone. Maybe if I was designing the room with this issue in mind I would position the ramp better to subvert the directional problem. The way I talk about visually directing the player in this article is by using methods after you have set up a composition--which sometimes means you can&#039;t break from it, and then must work around it.

So yes, I probably should have talked about composition, which may also be better suited for a drawing tutorial. Anyway, I&#039;ll just say: throw your objects away from the edges!</description>
		<content:encoded><![CDATA[<p>A-ha, good comments bhlaab. I agree with both of your points and I&#8217;ll try to respond in full:</p>
<p>Hotspots: You are correct in that it defeats the principle of visual direction, but as a last resort, it&#8217;s still a tool you can utilize to direct the player. I threw it in just because it&#8217;s what I do when I can&#8217;t direct the player any other way&#8211;maybe I should&#8217;ve specified that better? So yes, it&#8217;s not technically visual direction (because it downright states an order to the player) but I still thought it was important to mention it as a useful tool when all else fails.</p>
<p>Contextual Trails: I agree. The blood is an afterthought, because in this case, I was working with a composition that was more or less set in stone. Maybe if I was designing the room with this issue in mind I would position the ramp better to subvert the directional problem. The way I talk about visually directing the player in this article is by using methods after you have set up a composition&#8211;which sometimes means you can&#8217;t break from it, and then must work around it.</p>
<p>So yes, I probably should have talked about composition, which may also be better suited for a drawing tutorial. Anyway, I&#8217;ll just say: throw your objects away from the edges!</p>
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		<title>By: bhlaab</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-635</link>
		<dc:creator>bhlaab</dc:creator>
		<pubDate>Sun, 22 Nov 2009 07:31:43 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-635</guid>
		<description>I&#039;m not saying that it&#039;s obtrusive, I&#039;m saying that it isn&#039;t visual direction. It&#039;s something you tack on after you&#039;ve already failed to visually direct the player in order to correct your mistake.

Obviously sometimes these &quot;cheats&quot; are necessary because of time, budget, etc. mean you cannot redo an area.
However I think an article instructing the reader in visual direction should focus more on planning your layouts beforehand and the methods of mise en scene so that you can minimize your need to resort to reactionary measures to tidy up after yourself.

And before you ask yes I DO feel like a wank for dropping the term &quot;mise en scene&quot;</description>
		<content:encoded><![CDATA[<p>I&#8217;m not saying that it&#8217;s obtrusive, I&#8217;m saying that it isn&#8217;t visual direction. It&#8217;s something you tack on after you&#8217;ve already failed to visually direct the player in order to correct your mistake.</p>
<p>Obviously sometimes these &#8220;cheats&#8221; are necessary because of time, budget, etc. mean you cannot redo an area.<br />
However I think an article instructing the reader in visual direction should focus more on planning your layouts beforehand and the methods of mise en scene so that you can minimize your need to resort to reactionary measures to tidy up after yourself.</p>
<p>And before you ask yes I DO feel like a wank for dropping the term &#8220;mise en scene&#8221;</p>
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		<title>By: Igor Hardy</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-634</link>
		<dc:creator>Igor Hardy</dc:creator>
		<pubDate>Sat, 21 Nov 2009 20:47:51 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-634</guid>
		<description>I can&#039;t speak for the article&#039;s author, but here&#039;s what I think...

Concerning #2 you forget to mention that the thrown on label appears on screen only during special circumstances (when pointed at with the cursor), so it is hardly something obtrusive. In fact it is a very functional while not terribly ingenious method of highlighting a visual element.

Redoing graphics until they are perfect is definitely an approach worth admiring, but also highly impractical. That goes for dozens of other elements that go into a game too - in the end some things you decide to redo, but the majority you just fix and improve. Otherwise you are never finished with your game.

However, I definitely agree with your notion that good communication with the player through general visual composition of the images is a precious skill to have and minimizes immensely the struggles to visually direct the player. If only this skill was easier to achieve.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t speak for the article&#8217;s author, but here&#8217;s what I think&#8230;</p>
<p>Concerning #2 you forget to mention that the thrown on label appears on screen only during special circumstances (when pointed at with the cursor), so it is hardly something obtrusive. In fact it is a very functional while not terribly ingenious method of highlighting a visual element.</p>
<p>Redoing graphics until they are perfect is definitely an approach worth admiring, but also highly impractical. That goes for dozens of other elements that go into a game too &#8211; in the end some things you decide to redo, but the majority you just fix and improve. Otherwise you are never finished with your game.</p>
<p>However, I definitely agree with your notion that good communication with the player through general visual composition of the images is a precious skill to have and minimizes immensely the struggles to visually direct the player. If only this skill was easier to achieve.</p>
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		<title>By: bhlaab</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-629</link>
		<dc:creator>bhlaab</dc:creator>
		<pubDate>Sat, 21 Nov 2009 07:19:17 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-629</guid>
		<description>I disagree with #2 (Hotspots). They&#039;re a decent enough convenience for the player, but subtle visual direction it is not. It&#039;s actually more like throwing your hands up and going &quot;I have no idea how to make this visually apparent, so I&#039;ll just throw on a label!&quot;

#4 (Contextual traits) seems sound enough in theory, but in your practice the blood just looks like a cheesy last minute addition and the ramp would have been much better highlighted had the background been redrawn. General image composition is probably the most important part of visual direction!

I think that highlights some of the general problems with this article. The solutions you give only treat the symptoms of poor art implementation-itis, but don&#039;t fix the disease itself.</description>
		<content:encoded><![CDATA[<p>I disagree with #2 (Hotspots). They&#8217;re a decent enough convenience for the player, but subtle visual direction it is not. It&#8217;s actually more like throwing your hands up and going &#8220;I have no idea how to make this visually apparent, so I&#8217;ll just throw on a label!&#8221;</p>
<p>#4 (Contextual traits) seems sound enough in theory, but in your practice the blood just looks like a cheesy last minute addition and the ramp would have been much better highlighted had the background been redrawn. General image composition is probably the most important part of visual direction!</p>
<p>I think that highlights some of the general problems with this article. The solutions you give only treat the symptoms of poor art implementation-itis, but don&#8217;t fix the disease itself.</p>
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		<title>By: Brett</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-627</link>
		<dc:creator>Brett</dc:creator>
		<pubDate>Fri, 20 Nov 2009 15:20:44 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-627</guid>
		<description>An interesting read, I think sometimes play-testing is under-rated, I know I&#039;ve been guilty of that. 

I think you make a some very good points, this one particularly resonated with me: &quot;...there are no bad players–only bad designers&quot;.</description>
		<content:encoded><![CDATA[<p>An interesting read, I think sometimes play-testing is under-rated, I know I&#8217;ve been guilty of that. </p>
<p>I think you make a some very good points, this one particularly resonated with me: &#8220;&#8230;there are no bad players–only bad designers&#8221;.</p>
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		<title>By: Lessons From Indie Adventuring &#124; Rock, Paper, Shotgun</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-625</link>
		<dc:creator>Lessons From Indie Adventuring &#124; Rock, Paper, Shotgun</dc:creator>
		<pubDate>Fri, 20 Nov 2009 11:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-625</guid>
		<description>[...] discusses the much more specific topic of Visually Directing The Player, a subject all games across all genres could do well to pay attention to. It&#8217;s the same [...]</description>
		<content:encoded><![CDATA[<p>[...] discusses the much more specific topic of Visually Directing The Player, a subject all games across all genres could do well to pay attention to. It&#8217;s the same [...]</p>
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		<title>By: Ben Chandler</title>
		<link>http://www.hardydev.com/2009/11/18/visually-directing-the-player/comment-page-1/#comment-618</link>
		<dc:creator>Ben Chandler</dc:creator>
		<pubDate>Thu, 19 Nov 2009 00:41:35 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3466#comment-618</guid>
		<description>Some great points on the practical applications of things like lighting and details in scenes, Josh.

Very interesting read!</description>
		<content:encoded><![CDATA[<p>Some great points on the practical applications of things like lighting and details in scenes, Josh.</p>
<p>Very interesting read!</p>
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