![]() You can see that there is a light source where the player needs to go: Gravity Gun Practice This is used from the start of Ravenholm to the end. Therefore, players will naturally walk toward light sources, and since Valve knows how to guide a player through a game, they will put light sources where the player needs to go to progress closer to the mines of Ravenholm. Light sources are an effective way to tell a player where to go, since our brains have evolved to tell ourselves to stay in the light. This allows the developers to easily guide the player by using lights. The entire chapter of We Don't Go To Ravenholm is very dark. I'm not a game designer so this shouldn't be taken as advice for making maps. This guide is just what I think is good design from developer commentary and stuff. I'm not going to act like I know all about game design, because I don't. Ravenholm is an objectively good chapter, even if I don't find it fun. I just admire all that Valve put into it for it to not be worse. ![]() ![]() ![]() I don't have fun whenever I play through Ravenholm. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |