How to improve the game experience through lens usage? Artistic appreciation of the lens of "Death Stranding"

BladeW

Member
The gaming experience of Death Standing is very good and fascinating. Here I want to talk about the the usege of game lens which often is ignored.

1 real space processing complex system functions

Sam's personal room is a good example of this design idea. Inside the room, there are very complex groups of system functions, and he cleverly maps each function to the real room environment. Although the number of buttons in the handle is not enough to support the entire system, it does a good job of addressing this problem by incrementing the lens into segments (no more than four features per lens). Although this also brings up the problem that some function paths are too long, but the good thing is that the operation is simple, and the way the function and scene are naturally mapped also makes it easy for the player to remember each function.


Rich details of Death Stranding UI

The Death Stranding UI has a wealth of dynamic details that serve functions. Take the shortcut function panel of the main interface as an example:

The item function is not available when you fall, and the ICONS will be turned into forks.

light color at eye level, larger perspective angle (reduce interference), shoes not show when not walking.

Use instant panels to lighten, and perspective angles to get smaller (get closer to the player and become the focus)

When a certain function is selected, the ICONS of other functions will become forks (indicating that each system cannot be switched)

Such a design can be seen that the information is dynamic and flowing, and different levels of information will be displayed according to different situations. Its interaction has a natural interactive nature. In addition to reducing the amount of information, the dynamic information also prompts the players to operate in the process of information change.

3. The use of lens is substituted into the real game experience

Through the operation of the scene to adjust the near and far state of the camera to meet the functional (operation optimization, state change) and emotional (tension, relief) needs. Kojima hideo through this way, not only from the function of a lot of operations to improve the convenience, reduce the difficulty of the game operation, but also from the mood of the players also led to emotional ups and downs, slow and urgent, it is worth learning.

In the safe areas such as the city, the inside of the node and the indoor area, the camera will be pulled closer. Due to the lack of danger, the player can observe Sam's clothes and weight better.

In the wilderness area, the camera will zoom out a little bit so that you can see Sam's whole body, which will make the field of vision larger, allowing the player to observe the general terrain in the open area and plan the route.

When encountering BT or time rain, there will be a short shot of bullet time first, through which the player can be more sensitive to the changes in the environment. The camera is then pulled closer and the reduced field of vision makes the player nervous, further increasing the level of terror.

During some of the longer tasks on the route, a piece of music will be played at the right time to eliminate the fatigue caused by repetition or to relax. At this time, through the lens of the large zoom, presented a sense of the movie mirror, the player from Sam's body to move away, put down the previous experience in Sam's body tension, to experience the beauty of the scenery.

In some rough terrain (such as uphill), the camera will be pulled very close, at this time the player can well observe Sam's various crawling movements, feel his efforts, but also allow the player to observe the close terrain obstacles, easy to plan a safe climbing route.

When Sam USES a rope or ladder, the obstacle of the terrain is no longer important, but the position of the destination is more important, so the camera will be extended to make it easier for the player to see the destination.

When the screen is opened outdoors, the lens is processed in bullet time form. This should be done to reduce the fragmentation and interruption of the open interface, so that players will not feel the drama because of the open interface, which is a common problem of many game UI, the lack of reality of the world.

In fact, such a way can also be used in the design of other terminal games such as mobile games, such as the switch between combat and non-combat states, item picking, NPC dialogue and so on, which can greatly improve the real immersion experience of the game.
 
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