I was looking at some more philosophical stuff about visuals and came across this experiment: http://delivery.acm.org/10.1145/1180000/1178849/a22-el-nasr.pdf?ip=130.127.84.253&id=1178849&acc=ACTIVE%20SERVICE&key=A79D83B43E50B5B8%2EEB6DCC30042720A5%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35&CFID=844237151&CFTOKEN=92955151&__acm__=1475002194_f1612180b8a60ee76e264fecde9b99f2
It basically talks about how visual ques such as color can catch our attention and lead us into the right or wrong path. It also says that less obvious ques, like the bright wall used in their example, can be missed because of human instinct to try logical possibilities, like a door or a window.
There is also some interesting info on how the goal of the game can affect the entire way we view the experience. In fps games, our attention is generally focused on the middle of the screen, while adventure games our eyes wander and view the scenery.
It's really cool because it shows that graphics or aesthetics can be used as a mental guide and replace the use of actual narration when used correctly.
Log in to comment