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seanjames
"Whatever you are, be a good one." - Abraham Lincoln

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Penn State University

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Developing a Visual Vocabulary for Your Game

Posted by seanjames - April 2nd, 2010


Unless you're making a game like Obey, you don't want your game to be difficult because it's confusing. You've probably got masterful level design, ingenious AI and all sorts of other neat stuff to throw at the hero. These are the things you'll use to challenge your audience. People new to your game will be learning and trying to master your control scheme, memorizing the rules of the world you've created and are likely trying to keep track of as well as predict what your levels have in store for them. They've got enough going on, the rest of your game's stuff should be as simple and intuitive as possible....

Head on over to www.baconandgames.com for the rest of the article


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