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by Beorn @, <End of Failed Timeline>, Tuesday, May 05, 2015, 16:53 (3735 days ago) @ petetheduck

Specifically the Sparrow sequence, that's the kind of visual clutter games need to avoid.

I think the best example I know is when Nevin was discussing Watch Dogs on his podcast, where there was tons of UI clutter, to the point that you didn't even notice the actual city you were walking around in (I think there's a point about us all being glued to our phones in real life somewhere in there).

Guess what my eyes were drawn to during the sparrow bit? The shifting lines all over the place. Even being aware of it happening while I was watching, I couldn't easily focus on the landscape. Same with the enemy dots and lines, but not as extreme.

As a visual art piece, it's pretty cool. But really don't have a place in-game. Throws the signal/noise ratio way out of whack.


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