The author advocates the Talos Principle change the texture of various interactive elements to integrate better with the environment. Interestingly, on some of the game developer's bonus videos they specifically mention that play testing revealed the had to make these same elements stick out more so that players could actually see them and use them. In other words, had they listened to this advice the levels would have been less enjoyable to play.
I wonder how architects would handle such usability feedback on their structures in real life.
How could I forget Assassin's Creed? Can you count the ship environments as architecture? The "sync/viewpoint" spins were one of my favourite parts and showcased how much work had gone into the world.
Deus Ex: Human Revolution had some beautiful architecture. The original Deus Ex was very good for its time, too -- the architecture really supported the game, even if it looks like crap now.
Killzone: Shadow Fall has some absolutely amazing, jaw-dropping architecture. Even after playing its multiplayer games for a few years, I still occasionally stop and notice something in the background that has incredible detail.
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[ 4.5 ms ] story [ 33.2 ms ] threadI wonder how architects would handle such usability feedback on their structures in real life.
Images: https://www.google.com/search?q=killzone+shadow+fall+archite...