May 2003
Beginner
648 pages
16h 39m
English
Adventure games, more than most other genres, try to hide the fact that the player is using a computer. By comparison to vehicle simulators, sports games, or RPGs, the user interfaces of adventure games are very simple. The player needs to move through the world, talk to NPCs, and manipulate or collect objects in an intuitive way that does not interfere with his sense of immersion in the story.
The movement interface that you design depends considerably on the perspective you choose. In first-person and third-person perspectives, the player needs a way of steering her avatar around the world, as in an action game. We suggest that you look at Chapter 9, “Action Games,” for a discussion of avatar movement in ...
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