Tag Archives: dead space

Perspective and What is Visible

I’ve been thinking lately, as I’ve been playing around with 3D tools like Unity, about the nature of perspective and visibility in games. Most games limit the amount of information that the player can see. It’s very rare to see a game where the entire game world is visible from the beginning (see “Flood the Chamber” for a counterexample that does). This design decision, of how much of the world to show and how much to keep hidden, doesn’t get enough credit for its importance to the nature of a game.
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