White: white space and Game Design

Source: Internet
Author: User



The so-called white, non-color white, is the white of design, the white of thinking.



My understanding of the White Paper has benefited from a little understanding of Japanese traditional art and modern design. A few days ago, I even got a book titled "white" from my predecessor in the Japanese design industry. After reading this article, I think about the gaming industry. White, can also be called or empty. It is a creative thinking that has always been inherited in Japanese art creations. Empty is not empty, but a space left for people to imagine. Filling in the space with self-experience is as if they are integrated with art. This is also one of the most advanced realms of art.



The two examples may make the meaning more true. First, the pine forest map by the painter of the taoshan era in Japan, where the sparse and staggered pine trees are laid on the white background in Two-Sines, a lot of gaps exist between the pine trees, when people observe this work, there is a sense of steep mountains and smog. Why? This is the clever use of white space, which makes people think about it and fills the white in the painting with their own understanding and sensibility. Second, the Japanese tea ceremony became a great achievement in the Age of Qianyi, And the tea set became simple and simple, remove unnecessary decorations. Qian Lixiu made the tea room very small and the display was extremely simple. It is said that Qian Lixiu put a bowl of water floating on the tea room with a few cherry petals, in this tea room, you can feel like you are under the cherry blossom tree, and the flowers and dances are flying. The simple layout of the tea room is also to protect the tea guests from the interference of common things, use your imagination to fill the white space created by the tea room.



What does this have to do with game creation? The white mentioned above is aimed at artistic creation and traditional culture, and the game is called the ninth art, therefore, the concept of "White" can also be used for game creation. However, why is it used for games? Today, the gaming market looks glamorous, but it is in a surging dark tide and it is on its own. I always think that we have set the starting point of game creation to a certain extent. Before we start making the game, we have already defaulted many unwritten rules, and no one dared to break these rules. For example, how to do the new hand guide, how to design the copy, but why not think about it in turn, what will happen if the new hand guide is removed, and what will happen if the copy is not used. Therefore, this article is intended to start from the source of creation and go against it. Let's talk about it from three perspectives:



Space whitelist: Just like The Songlin diagram mentioned above, we should avoid over-modification in the creation of scenes, and avoid over-pursuing realistic details of scenes. There are a huge number of times on the market, and players' appetite is insufficient. In turn, it is better to simplify everything. Through reasonable spatial layout and bold abstract definitions of scene objects, but not arbitrary abstraction, we must highlight its essence. This will make the scenario feel a different flavor and make players feel refreshed. For more information, see the previous few years.



Content White: I think all the creators of MMORPG games will be very worried about how to correctly convey the game's world view to the players in this age of crazy mouse clicks, ignoring the plot. In the past, players were always expected to play the game based on the established routes and treat the players as idiots. All the details were forcibly instilled with a large number of conversations. It is often counterproductive, and the amount of information players receive is very limited. We may wish to change to passive acceptance. In order to actively explore and greatly reduce the direct prompts of the game, this will lead to a sense of missing player information. We are forced to explore the surrounding scenes and interact with the NPC, the NPC dialogue language should be concise and concise, and the amount of information should be disclosed. It does not provide clear task objectives to gamers, so that they can  fragments during constant interaction with the NPC to combine conjecture and design the potential fulfillment methods of the task into multiple ways, this not only increases players' sense of accomplishment, but also avoids the loss of players due to insufficient information. Change the way that information is transmitted through text, and then use the emoticons of characters and appropriate special effects to guide players.



The white of Artistic Conception: the so-called artistic conception is the atmosphere created by the game, but few games can achieve this. players often experience playing numerical values instead of playing games, he Yan understands the artistic conception of the game. In reality, each player has different personalities and different states of mind when playing the game. However, generally, the game story is set to a single one. The so-called role playing means that the player is actually playing the role, instead of integrating yourself into the game. If we think about it in "white", we should let players control the game based on their own ideas. If we want to achieve this, it will complement the white content in the previous section. In terms of content, players have enough choice space to make them feel "this is my Rivers and Lakes.



To sum up the above three points, the main purpose is to regard the players' thinking associations as an irreplaceable part of the game design, leaving players with room to think. Our creative thinking is becoming more and more stylized and more out of the players. We often think that everything is user-oriented. In fact, players do not buy money. I am used to a model that uses "micro-innovation" as an excuse, so it is not creation. At best, it is just manufacturing. dummies are just for reference.






Respect others' wisdom, welcome to reprint, please note the author esfog, original address http://www.cnblogs.com/Esfog/p/4014727.html



White: white space and Game Design


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