hacklink al hack forum organik hit film izle สล็อตเว็บตรงdeneme bonusu veren sitelerbets10grandpashabetgrandpashabet girişdeneme bonusu veren sitelerjojobetmeritkingholiganbetgooglekulisbetadssdsahabetmobil pornmeritkingdeneme bonusu veren sitelerdemre zonusu viron zitelartipobetBetpuancasibom girişcasino sitelerieskişehir escortmeritkingmeritkingbetcornerultrabet

mini-card-dorti-videoigra-1

The mini-card spoils the video games

Mini-cards, despite the fact that they occupy a small part of the screen, contain the largest amount of information. This is the easiest and most effective tool for orientation of the player in space,

informing about the location of allies and rivals, finding objects and other interactive pieces. Especially they are needed in strategies, mobs, where it is still added to the opportunity to quickly and conveniently move the camera. Also in other competitive games where information is of particular importance, for example CS: Go or Call of Duty.

The developers are also forced to use mini-cards in many games with large open worlds, because due to the priority of scale and diversity, there are no opportunities to make coherent locations and the environment that will direct the player: this is properly arranged lighting, reduced ledges, moving objects and a bunch of other psychological tricks that attract your view.

The whole Levele Design, which creates the story of the game through the environment, can be replaced by a simple line on a mini-card. And such a choice is sometimes clear. For example, in games such as in GTA or Watch Dogs,

The main task is to represent a https://noidverificationcasinos.co.uk/ modern city with its environs, and Level-design there, of course, is a secondary thing. But is it still worth it to use mini-cards so often to developers?

In the Witcher 3, for example, it is generally impossible to do without this circle and this turns your journey through the continent into a simple follow on points on a mini-card. Yes, you can turn it off in the options, but the game is not intended for this. There are no guidelines in it, there are no verbal tips, the only way to navigate in the game is a mini-card.

And it’s funny that the witcher creates an illusion, they say some level of levels are. The characters before sending the witcher to the quest, they often say how to get to the place, but according to their hints this cannot be done, due to the lack of specifics, except for a couple of times, where the opportunity is to run 200 meters. (I could not find footage, but there is an example from the GMTK video and my video)

Therefore, the journey of the Third Witcher and Exploreshment of this world is built, for the most part, at a simple point on points on a mini-card.

And the Witcher shows this problem perfectly, the game is simply not able to direct the player due to the fact that it is built around the mechanics of the mini-card.

But many game designers, realizing that this tool makes a “bear service” by the gaming process, use other navigation methods so that the dependence on “GPS” is less. This is, for example, the “compass” used in Fallout, Borderlands, Horizon Zero Dawn.

The player will no longer rely on the compasses, because although he always shows the right direction in horizontal, it can be at a dead end, because a winding road or vertical objects will think differently, so this already forces to look around the environment.

Recently, the trend of replacing mini-cards with other landmarks began to spread in general. In every Assassin’s Creed there used to be mini-cards, but when Origins, a mini-card was replaced by a compass, and now this is the main guideline in Assassin’s Creed to this day.