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Making Navigation Work (2017)

20 pointsby iceyover 4 years ago

1 comment

pugworthyover 4 years ago
As a level designer many years ago for a team FPS, I found it worth while to play and analyze lots of games from that level design perspective. There was one interesting navigational design pattern in World of Warcraft I saw, what I called the &quot;20 second rule&quot; at the time.<p>Essentially, any time you were on a path there would be something interesting or noteworthy about every 20 seconds of walking. It might be that the path had a bridge that crossed a stream, or it took a bend, or there was a large rock or a small house, or a fork in the path. This was really noteworthy in Teldrassil, the Night Elf starting area.<p>I think without these landmarks, you have this nagging feeling like, &quot;Did I miss something and should I continue down this path? Or should I go back? Maybe I did miss something.&quot;<p>Overall it is astounding how easy it can be to get lost in a basic first person game environment - one that you would never get lost in if it was real. I found for my own work at the time, I&#x27;d do simple things in an essentially symmetrical map like &quot;Team A side of town has all brick buildings, Team B side of town has timbered&#x2F;wooden buildings&quot;. Or place a large distinctive building on each side. Or have some aspect of the skybox stand out, like &quot;hilly Mountain to West, distant hills in East&quot;.