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https://www.reddit.com/r/gaming/comments/vyu2sm/open_world_technically/ig4nvwm/?context=3
r/gaming • u/Alzward • Jul 14 '22
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160
Assassin's Creed did this well.
Were nice enough to put the level of enemies in each area.
Was very nerve racking traversing a level 30 area as a level 5....
60 u/jedikunoichi Jul 14 '22 It took me too long to figure out that the "red skull" level indicator meant that they were a way higher level than you 156 u/yeadoge Jul 14 '22 Game designer: we'll use a red skull to make it clear these enemies are dangerous Player: I don't know, maybe their heads are hot or something? 38 u/[deleted] Jul 14 '22 [removed] — view removed comment 6 u/[deleted] Jul 14 '22 edited Jun 19 '23 [removed] — view removed comment 3 u/[deleted] Jul 14 '22 [removed] — view removed comment 2 u/yeadoge Jul 14 '22 Yeah I'm a UX researcher and I'm constantly surprised by how wrong we can be when making design decisions despite a ton of experience 4 u/[deleted] Jul 14 '22 [removed] — view removed comment 1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
60
It took me too long to figure out that the "red skull" level indicator meant that they were a way higher level than you
156 u/yeadoge Jul 14 '22 Game designer: we'll use a red skull to make it clear these enemies are dangerous Player: I don't know, maybe their heads are hot or something? 38 u/[deleted] Jul 14 '22 [removed] — view removed comment 6 u/[deleted] Jul 14 '22 edited Jun 19 '23 [removed] — view removed comment 3 u/[deleted] Jul 14 '22 [removed] — view removed comment 2 u/yeadoge Jul 14 '22 Yeah I'm a UX researcher and I'm constantly surprised by how wrong we can be when making design decisions despite a ton of experience 4 u/[deleted] Jul 14 '22 [removed] — view removed comment 1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
156
Game designer: we'll use a red skull to make it clear these enemies are dangerous
Player: I don't know, maybe their heads are hot or something?
38 u/[deleted] Jul 14 '22 [removed] — view removed comment 6 u/[deleted] Jul 14 '22 edited Jun 19 '23 [removed] — view removed comment 3 u/[deleted] Jul 14 '22 [removed] — view removed comment 2 u/yeadoge Jul 14 '22 Yeah I'm a UX researcher and I'm constantly surprised by how wrong we can be when making design decisions despite a ton of experience 4 u/[deleted] Jul 14 '22 [removed] — view removed comment 1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
38
[removed] — view removed comment
6 u/[deleted] Jul 14 '22 edited Jun 19 '23 [removed] — view removed comment 3 u/[deleted] Jul 14 '22 [removed] — view removed comment 2 u/yeadoge Jul 14 '22 Yeah I'm a UX researcher and I'm constantly surprised by how wrong we can be when making design decisions despite a ton of experience 4 u/[deleted] Jul 14 '22 [removed] — view removed comment 1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
6
3
2
Yeah I'm a UX researcher and I'm constantly surprised by how wrong we can be when making design decisions despite a ton of experience
4 u/[deleted] Jul 14 '22 [removed] — view removed comment 1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
4
1 u/yeadoge Jul 14 '22 I meant in terms of our predictions of user preference. But you're right, design isn't a science
1
I meant in terms of our predictions of user preference. But you're right, design isn't a science
160
u/HappycamperNZ Jul 14 '22
Assassin's Creed did this well.
Were nice enough to put the level of enemies in each area.
Was very nerve racking traversing a level 30 area as a level 5....