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#1 Posted by mosespippy (4751 posts) -

A number of games use flocks of birds to indicate where the player should go. Uncharted, Assassin's Creed, Mirror's Edge, I think some of the Prince of Persia games did, and so on. It's a subtle way to guide the player. Maybe there is a psychological or design term for it. Anyone have any thoughts?

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#2 Posted by jaycrockett (754 posts) -

Environmental cues? No idea really, but there is a distinction between-in world visuals vs. artificial glowing colors, outlines, arrows, etc. Being bird-based might be a bit specific.

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#3 Posted by Video_Game_King (36564 posts) -

I'd go with environmental cues. Cthulhu Saves the World does something similar with torches.

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#4 Posted by Justin258 (14485 posts) -

Flocking birds!

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#5 Edited by mosespippy (4751 posts) -

Maybe Environmental Cues is the right term (if a bit broad) but other than this and natural lighting what other environmental cues are there?

Edit: If we do go with environmental cues than something bird related should be an alias so that people who notice all these birds in their adventure games can find it when they put bird in the search.

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#6 Posted by BeachThunder (14650 posts) -

You could create both concepts - Environmental Cues and Birds as Environmental Cues.

Also, did this really happen in Mirror's Edge? Maybe I'm a little unobservant/forgetful D:

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#7 Posted by mosespippy (4751 posts) -

@BeachThunder: I turned off the runner vision my first time through the game since I didn't want the game shoving in my face where I should go. Since I wasn't looking at red lines everywhere I probably noticed the rest of the environment more. Did you notice the rat (named November) or the Mirror's Edge signs anywhere there is a path to a hidden bag? Those were other subtle things to show where the player might want to explore.

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#8 Posted by The_Laughing_Man (13807 posts) -
@mosespippy said:

A number of games use flocks of birds to indicate where the player should go. Uncharted, Assassin's Creed, Mirror's Edge, I think some of the Prince of Persia games did, and so on. It's a subtle way to guide the player. Maybe there is a psychological or design term for it. Anyone have any thoughts?

Uncharted also kinda had shiney hand holds remember? 
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#9 Posted by dudeglove (12728 posts) -

@mosespippy: Pretty sure it should come under the term Environmental (or ambient?) Cue and merely drawing examples of each in the wiki entry - noises, difference in lighting/shadows, changes in color, big fucking tower in the distance, birds, the list is endless. While slightly flawed as a game, Mirror's Edge is an excellent example of all of these elements.