Debate Magazine

Star Citizen 3.0 - What Works - What Doesn't

Posted on the 28 November 2017 by Freeplanet @CUST0D1AN
Star Citizen 3.0 - what works - what doesn't
When architects make a building complex with grounds and parking areas and facilities and paths and entry/exit points etc. they often dictate where 'the humans' should be and how they should address the engineered space. They call it design. They call it unified corporate vision. But this is not how humans work.
Line of Sight Gaming Architecture:
this is the key to folding together the various LSGA issues with Star Citizen.
It's not even complicated, nor am I going to waste words on it, "All functionality must originate from the player's current perspective."
Camera-switching.
Ship entry-exit.
Maps, be they surface, planetary or star.

NEVER CUT TO A NEW PERSPECTIVE prior to showing the player what they want to know. Keep the view steady, THEN move or inform the player. From there. Where they are NOW.
Remember, humans are two-dimensional land-based beings, offer them a simple 2D-planar interface from where they are now and you will make more sense for the player in 3D. Seriously...

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