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Psychology of Play

Affordance and Signifiers

5/15/2019

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An affordances and signifiers are used as a subtle way to tell the player that they can interact with something in the level. An affordance is when something allows the user to do an action. A real life for example a handle on a mug affords picking it up. For example in the assassins creeds series walls have bumps and ridges that afford climbing​.
An affordance is when something allows the user to do an action. A real life for example a handle on a mug affords picking it up. For example in the assassins creeds series walls have bumps and ridges that afford climbing.
Picture
FIGURE 1: WALL SCRATCHES (https://www.psu.com/app/uploads/2019/03/Ashina-Castle-7.jpg, 2019)
Picture
FIGURE 2: AURA EMITTED BY LORD OF THE MOUNTAIN (HTTPS://ZELDA.FANDOM.COM/WIKI/ SATORI_MOUNTAIN, 2017)
In some cases, affordances might be too complex or the affordance is too common that it might leave a player to waste time. To accommodate for this, designers put in signifiers. In the game Sekiro there are scratches on the walls to show whether a player can wall hug or grab on a ledge in order to traverse to the other side. In Breath of the Wild you can climb almost every surface but some times it might be a waste of time to go somewhere as you will not get any rewards but sometimes you might see something glowing in the night on top of a mountain. This would most likely be a shrine or the Lord of the Mountain just appeared.
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  • Home
  • Portfolio
    • VFX Work
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  • Academic Work
    • ADAD LVL4 >
      • Visual Communication >
        • Task 1 Journal
        • Task 2 Journal
        • Task 3 Journal
        • Task 4 Journal
        • Research On Graffiti >
          • History Of Graffiti
          • Uses Of Graffiti
          • Discussing Graffiti Examples
      • Game Environment Technical Journal >
        • Preliminary Work
        • Using 3D Software
        • The Game Engine
        • Evaluation
      • Contextual Studies >
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        • DESIGN
        • Essay
        • Presentation
    • Degree >
      • Game Art LVL6 Yr1 >
        • Digital Media >
          • Photoshop (Raster) >
            • PS Class Work
            • PS Homework
          • Illustrator (Vector) >
            • Illustrator Class Work
            • Illustrator Homework
          • Surrounded >
            • Ideas and Experimentation >
              • Game Art Open Project >
                • Research
                • Blog
            • Final Project
      • Game Art LVL6 Yr2 >
        • Game Design
        • Psychology of Play
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        • Creature Gallery
        • Creating the Bovatherium
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