Rui Craveirinha
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metavideogame.bsky.social
Rui Craveirinha
@metavideogame.bsky.social
Head of Research Craft at Player Research
Former Games HCI Professor and Critic for IGN Portugal
And I know Astro Bot's one o'the games of de year coz Miyamoto and Ninty threatened to sue Asobi as only He hath the rite to design heavenly platformers, and Sony asked Asobi please not make their generic openworlds look rubbish nor remind gamers Sony was once home to such soaring creativity. QED.
January 4, 2025 at 6:58 PM
Astro Bot.

Mamma always said life's like a box of chocolates, you never know what you're gonna get

...did I say life? I meant Astro Bot, mamma said Astro Bot's like a box of chocolates, only all chocolates are wondrous platforming bonbons and the filling's a juicy, nostalgic gameplay mechanic...
January 4, 2025 at 6:56 PM
The world itself is the mystery here. The puzzles are, themselves, the fiction players read. The mechanics are the text.

And lo! how bizarre and whimsical the words and world and creatures and secrets that lie deep deep in this cavernous Animal Well.

The first metroidvania born a metroidvania
December 30, 2024 at 12:45 PM
... the alien landscape of the scifi of Metroid, the occult horrors of Castlevania - puzzles lent their inherent mystery to fiction barren of it. Densifying it. Enlarging it.

Animal well is different. Its fiction bears no clear genre. We don't know anything about it.
December 30, 2024 at 12:45 PM
Animal well.

Metroidvanias have always been about the mystery belying its exploration puzzles. How does one reach that nook? What's hidden in that peculiar crag? What key opens the door?

Historically, puzzles were just that: puzzles. They served their genre masters dutifully...
December 30, 2024 at 12:45 PM
Somebody asks: why yellow?

Yellow is a bright, saturated colour - psychology tells us such colours are highly attractive of attention.

They're also very effective for contrasting against dark backgrounds, so perfect for horror games, crates, rocks and all the things games use them for!
December 29, 2024 at 10:59 AM
- Playtest playtest playtest!!!! Devs need to playtest to find spots games need more/less handholding.
The alternative is either frustrating blockers and inaccessible games... or a few internet rants!

TLDR:
"Is yellow paint good?" Yeah!
"Can we do better?" Yeah, UX can!

Any qs on this lemme know!
December 29, 2024 at 10:39 AM
As always, the solution is:
- Having UX processes and UX/A11y experts be part of the team since day 1. They can make designs more playable from the ground up, in a way that fits studios design vision (whether that means more or less immersion!).
- and playtest!!!!!

(15/16)
December 29, 2024 at 10:39 AM
- Adding and testing multiple options for different player types (like a high contrast mode for players who need extra help, or a no-UI mode for players who want more immersion), can also be expensive!

(14/16)
December 29, 2024 at 10:39 AM
- If you didn't design your world well out of the gate, or tested too late, then when you find problems (which you will), you won't have the budget or timeline to fix them in the best way. The result?

Yellow paint and Busy UIs are effective, cheap and producer friendly!

(13/16)
December 29, 2024 at 10:39 AM
- It requires a lot of UX expertise to design games to be both playable and look organic and immersive. Hiring experts... Also expensive!
- It's expensive to test and make sure these subtle signifiers actually work. If you don't test, you will risk alienating players.

(12/16)
December 29, 2024 at 10:39 AM
But if you can do this, why doesn't everyone? Why do so many AAA games fall prey to artificial signifiers?
Many reasons:
- It's more hard/expensive to design games to be both playable and look organic and immersive. Particularly if they are very graphically realistic.
(11/16)
December 29, 2024 at 10:39 AM
By understanding cognition and attention, designers can add subtle, diegetic, organic-looking signifiers of interaction. Example, these oucrops are:
- Clear thanks to visual contrast.
- Signify function – they look climbable
- Look like natural rock! No paint needed.

(10/16)
December 29, 2024 at 10:39 AM
Because you can't recoup massive budgets without selling millions of copies, and you can't sell millions by leaving potential players out.

"But... can we do better than a hamfisted yellow paint and still get players to play the game?"

We can!!! Here's how...

(9/16)
December 29, 2024 at 10:39 AM
Here, different players will have different preferences. HOWEVER, ask a developer and between
A) losing players to frustration + making the game inaccessible to millions of buyers
VS
B) making the experience slightly less immersive for all

They'll pick B everytime. Why?

(8/16)
December 29, 2024 at 10:39 AM
Who's your audience? Is the climbing really that important? is it a core part of the experience? If it's less immersive and challenging in the game, will the game really suffer that much? is it worth getting stuck and frustrated?

(Not in Rebirth, I'd wager!)

But what if it WAS important?
(7/16)
December 29, 2024 at 10:39 AM
So what is worse?
- Getting stuck in a game for hours?
- Making the experience of playing the game less immersive/engaging by adding hamfisted signifiers on top?

The tradeoff depends on...

(6/16)
December 29, 2024 at 10:39 AM
I'm not hypothesising this: I see it every single day in playtests with gamers of all types. Yes, even Soulsbros-git-gud-hardcore-to-the-bone-hairy-chest-gamers encounter these blockers can and regularly get stuck for hours in games.

(5/16)
December 29, 2024 at 10:39 AM
"Wait... but you said it's good?"

The thing is, without some amount of strong signalling on how to interact with the game, a significant amount of these same "I love to experience the world" players will get stuck at some point.

(4/16)
December 29, 2024 at 10:39 AM
- It makes these interactions with the world so clear / easy to perform for (most) non-disabled players, that they don't need to engage the world with their senses, merely follow a Simon says of designer breadcrumbs. For these players, it makes gameplay rote.
(3/16)
December 29, 2024 at 10:39 AM
The reason yellow paint isn't ideal is, like non-diegetic UI, it's so bluntly super-imposed on the fictional world, that...
- It makes the world less imersive/ seem fake and gamey, by signalling it was artificially created by a designer (as opposed to "feeling real").
...
(2/16)
December 29, 2024 at 10:39 AM
"Is yellow paint good?" Yes! Why? Cause it makes this game more playable, accesible, and enjoyable to millions (yes, millions!!).

How do I know this? Coz at @PlayerResearch we research dozens of AAA games every year.

"But is it great?" No!
Why? And what is? read on (1/16)🧵
December 29, 2024 at 10:39 AM
Sega finally did it. They locked Mario out. In a pink... date... sex dungeon?
December 28, 2024 at 2:34 PM
Quote with a title screen that's iconic to you.
December 28, 2024 at 2:09 PM
It's a bitter visual novel on the meaning of self, love, the diaspora, and the societal struggles of world-ending crises (echoing both Covid and impeding climate disasters)

It also has the finest line work and negative space this side of KRZ

Smart, stylish, and soul-crushing: a scifi masterpiece
December 28, 2024 at 11:20 AM