Alan Wake
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| A dim light hovers in the distance as a general pointer. |
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| Here, Alan's objective can be clearly seen. |
Alan Wake keeps the goal insight by using Light and areas which are lit up to keep the path quite literally illuminated.
This guidence allows the player to efficiently progress despite the perpetual darkness which covers the rest of the level. It gives the player a target and direction to aim for with an environmental visual cue rather than a quest marker.
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| The light house is obviously the goal here. |
Environmental cues are important as then the player feels more immersed and less spoon-fed.
Left 4 Dead 2
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| The player can easily be attracted to the open door at the back without even realising. |
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| Here, the neon sign and lamp points the way. |
Here, the use of lighting as a guide is much more subtle. The areas aren't as dark, though some of them still are, and the lighting is a lot less 'black and white'. There are light sources everywhere, but the ones which stand out the most are usually the guiding ones.
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| Something even as subtle as sunshine can be a pointer. |
Gentle guidence like this means that the player is intuitivly guided instead of, once again, spoon fed.
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