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       #Post#: 29--------------------------------------------------
       Lighting the Way
   DIR By: Pam
       Date: May 21, 2021, 7:15 am
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       In our article series debut last time, we looked at how light
       can speak volumes about atmosphere, mood, and how they can be
       used to direct a player's feeling. This time, we'll see how
       players can be led, quite literally, to particular places simply
       by using lighting.
       Playing id Software's latest instalment in the Doom franchise
       recently, I've been impressed with how the level designers guide
       the players through their areas. Green lights shine on ledges
       and down pathways, showing us exactly where we can jump to and
       where we need to go in some of the more labyrinthine areas.
       These stand out wonderfully in a game that's often very red, and
       remove much of the frustration of not being able to determine
       where to go next, an issue that many players of older
       first-person shooters – especially those from the ‘90s – will
       know all too well.
       It's a tool that's useful in adventure games, too. Being unable
       to see where to go and what to examine or pick up is definitely
       a problem our genre can suffer from, and using light to combat
       it is a sensible and effective option. I like to think of it as
       a form of signposting: if we make certain elements more visible
       in specific ways, the player will pay more attention to them,
       even if they're not in the most obvious or accessible locations.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=1.png
       One of the things I sometimes have to deal with is drawing a
       room exit in a location far to one side, a fair way out of the
       player's normal field of examination. This scene from Blackwell
       Epiphany is an example of this. Usually I like to direct the
       player's attention to the middle of a scene, and just use the
       edges for framing and bordering. This works like a vignette
       photograph and makes the edges less conspicuous. Here, however,
       I have an important scene exit on the right edge of the scene,
       way off to the side, and so instead I lit it right up, showing
       players very clearly that this is an important exit.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=2.png
       Similarly, with a room exit that's up high or down low, as with
       this scene from Unavowed with a doorway at the top of a
       staircase, I often like to depict light coming through in order
       to show the players that they can walk through here. Not being
       able to see exactly where I can go is one of my major
       frustrations when playing an adventure game, and poorly defined
       room exits are often a major source of the problem, especially
       in situations like these where a doorway is in an odd position.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=3.png
       Other than room exits, I also like to use light to show
       important interactive objects, when appropriate. There's one
       particularly important object in this scene from Technobabylon,
       and it's easy to guess which it is, with the blue glow of the
       terminal's screen shining out from the grimy surroundings,
       begging the player to investigate it. The characters in this
       scene need less highlighting: classical rules of composition
       teaches us that humans are the most interesting element in any
       scene, and will always draw the viewer's attention unless
       extremely well hidden, therefore people rarely need highlighting
       to encourage a player to click on them. Notice also the glowing
       blue buckets beneath the stairs that draw the eye to this scene
       exit – a happy accident of the designer's outline that suited
       our signposting needs quite well.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=4.jpg
       Using lights to lead the player can be the simplest thing, and
       something I like to look at when I play games, especially
       because we're used to lights doing this to us in everyday life
       and don't always pay attention to it. How does the player know
       which sections of the town have power in this map from
       Obduction? Simple – they look at which lights are lit, and which
       lights are not. This is such a common use of lighting that we
       don't even think about it. Devices all around us use small
       lights to indicate that they're working, recording, charging,
       and any number of other functions, and it's absolutely natural
       to know, instinctively, what this means.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=5.jpg
       In other cases, just making the device itself glow works
       perfectly well. We don't need an indicator light to signify that
       this machine from A New Beginning is running – we can see it
       from the device itself. This is the most basic and utilitarian
       use of lights in guiding the player, and doesn't require much
       technique or theory to pull off. We simply light up the working
       things, and let the dormant things lay dark.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=6.png
       Other scenes use more interesting and complex approaches to
       lighting. I love how this scene from Gabriel Knight uses a light
       above the crystal ball to highlight it, and instantly convey the
       use of the room. It guides our focus to the most important part
       of the room, and makes it pop out. Artists often refer to the
       “thumbnail” of an image – that is, how the image or sketch
       appears when it's looked at when zoomed right out. The thumbnail
       from this particular scene leads the eye directly to the table
       with the crystal ball sitting on it, simply because of how
       brightly lit and vivid it is. In a dark room it's practically
       unmissable. Notice, also, that a light has been shone through
       the curtain to help remind the player where they walked in from.
       Without this outside light, the exit would be much harder to
       spot, even though we see Gabriel walk in from this direction.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=7.png
       Another great example of leading a player to a particular point,
       just by using lighting, is this doorway in Full Throttle. The
       actual doorway itself being hidden from the player, we're
       nevertheless shown exactly where it is, and our eyes are led to
       it instantly by seeing the light shining forth from it. When
       considered as a thumbnail, once again, it's immediately apparent
       that this is a scene exit, even though we can't see anything at
       all of the actual doorway.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=8.png
       Full Throttle is a particularly good example of using lighting
       to lead the player's eye and suggest things that we can't
       actually see – probably because of how dark much of it is. This
       particular scene has a really neat trick of showing Ben's
       presence in a scene without actually putting his character in
       there. All we need to see is a rectangle of light, suggesting an
       open doorway, and then Ben's silhouette in the middle of it in
       shadow, and our imagination tells us the rest of the necessary
       information. Filmmakers love to use shadows to convey details
       like this, and it works just as well for adventure game
       cutscenes.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=9.png
       Lighting can also be much more subtle in its guidance, though,
       and this scene from Monkey Island 2 is a really fun example of a
       much less obvious implementation. Notice, here, that the ray of
       light coming down lands squarely on the door – which just so
       happens to be the most important part of the scene, and the part
       necessary for the player to be looking at. By “framing” an
       element with shadows, and then hitting the element itself with a
       very strong light, it jumps out at us and catches our attention.
       It doesn't matter how many details are drawn into a scene, if
       one particular element is lit more brightly than its
       surroundings, that's where we'll look.
  HTML https://adventuregamers.com/?ACT=49&d=32579&fid=43&f=10.jpg
       Even in the simplest scenes, those highlights are eye catching.
       How does an artist ask the player to look off into the distance,
       such as in this scene from Broken Age where they have an
       important element that's going to come towards us from that
       direction? They light it up. The simplest of ideas, again and
       again, proves useful in guiding our players.
       Lighting, like all elements of art and design, is a tool, and
       one that has a great many uses and applications. The use of
       these can be distilled and categorised into what I like to think
       of as the artist's toolbox, and with a sufficient vocabulary,
       the artist can successfully accomplish anything they wish to –
       whether it's making a scene feel spooky, asking the player to
       look at a certain item, or simply telling them where the door
       is. That's the real role of art in games: beyond looking
       beautiful and engaging the player in our stories, it must serve
       a function and facilitate the player's interaction with the
       world and its inhabitants.
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