Gamasutra - Defining Boundaries: Creating Credible Obstacles In Games, Part 2

Recently, Sidhe usability expert Gareth Griffiths examined a number of styles of boundaries in games for their visibility and affordance -- interface-design terms that describe how easy they are to comprehend and use -- and found them lacking. That's the bad news. What's the good news? Griffiths has synthesized the comments from the original piece into a follow-up which looks at potential solutions.

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wrshredder3758d ago

That GoW picture looks tasty..

vlazed3758d ago

Invisible walls are never a good thing. I think Assassin's Creed used the narrative really well to achieve believable boundaries. On the flip side, COD4's infinite respawing enemies took you out of the believability of the story and somewhat beat you over the head trying to reiterate the point that it is a game.