Interdisciplinary Interaction Design

 When reading about Branching and Nodes, my thought immediately went to a game called The Walking Dead: A Telltale Game. It is a game that uses the same concept, allowing users to choose their path through the game and make choices. Depending on your choices, it could lead to a variety of different outcomes. This technique allows players to be more involved in the storyline in which connects them with the game as if they are in it themselves. 


    Displaying controls is common in action games, where players have greater control over their actions. For example, Valorant is a tactical first-person shooter that allows players to customize a variety of controls to suit their preferred playstyle. Many players continue to advance within the game, and once they do, the control panels are introduced, making the game slightly more challenging and exciting.


Faux choice is another great example of The Walking Dead: A Telltale Game. For example, you can choose from two people to save one through the storyline, but as you keep playing, you could lead either of the two to their deaths later on, no matter who you chose to save. This allows the user to have some kind of choice, but the designers are leading the storyline in the same direction, in which the characters will not be alive, no matter the one you choose to save.


Each of these design techniques shapes how a game is experienced and how its story unfolds, varying depending on the type of game being played.


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