Level Design: Hinting in NieR

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Published on ● Video Link: https://www.youtube.com/watch?v=S_uR9B7XI0M



Game:
Nier (2010)
Duration: 21:45
2,955 views
136


Basic introduction to how you can pull your player forward to cool stuff without them noticing.

Players like to climb up and look down, so up and down are good pulls. Make sure it's obviously a path: elevators and things that look like walls are no good.

Players will notice a bright spot in the dark. Be aware that lighting can be more or less obvious depending on the player's exact position.

Players will naturally follow a path as long as it seems like a path. IE, they'll follow a broken road, but not a raised pipe - at least, not until they realize the pipe is a path.

Use barriers such as fences and walls to convince the player there's nothing over there. The psychological effect is the most important part: the player will rarely go over and test the walls. You can make larger levels without needing to fill in everything all the time.

Use iconic landmarks or local signposts to pull the players in a direction. If your skyline or walls are too crowded, do the opposite: use a gap to mark the path forward.

You can use the opposite of these to hide things... or accidentally screw up your hinting and get your players lost.







Tags:
game design
level design
nier



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