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	<title>Elder Game &#187; UI</title>
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		<title>No on-screen map? There goes part of your potential audience.</title>
		<link>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/</link>
		<comments>http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/#comments</comments>
		<pubDate>Thu, 27 Sep 2007 00:48:45 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[accessibility]]></category>
		<category><![CDATA[UI]]></category>

		<guid isPermaLink="false">http://www.eldergame.com/2007/09/26/no-on-screen-map-there-goes-part-of-your-potential-audience/</guid>
		<description><![CDATA[Many MMO designers I&#8217;ve talked to consider an on-screen map to be a luxury, a convenience feature for lazy people who don&#8217;t want to navigate &#8220;the real way,&#8221; whatever that means. These people tend to be really good at FPSes &#8230; <a href="http://www.eldergame.com/2007/09/no-on-screen-map-there-goes-part-of-your-potential-audience/">Continue reading <span class="meta-nav">&#8594;</span></a><p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
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			<content:encoded><![CDATA[<p>Many MMO designers I&#8217;ve talked to consider an on-screen map to be a luxury, a convenience feature for lazy people who don&#8217;t want to navigate &#8220;the real way,&#8221; whatever that means. These people tend to be really good at FPSes and think of maps as a bit of a crutch.</p>
<p class="left caption"><img src="http://www.eldergame.com/wp-content/uploads/2007/09/wow_radar_snippet.png" alt="WoW Radar" /><br />
The mini-map: a requirement or a crutch?</p>
<p>This is why it&#8217;s so important to identify your audience early on. If you&#8217;re going for the FPS audience, then having a map on-screen <em>is</em> in fact often considered a crutch. But these games are very difficult for many gamers to get into.</p>
<p>Women, in particular, tend to <a href="http://www.lockergnome.com/nexus/news/2003/04/03/women-navigate-20-faster-in-virtual-3d-environments/">navigate by visual cues</a> like maps and guides, rather than by directional orientation.</p>
<p>I&#8217;m not female, but for whatever reason, I have no innate sense of north or south or whatever. As a guy, I&#8217;m expected to have this ability, but it&#8217;s not something that can be learned. You have it or you don&#8217;t. So when faced with a game that doesn&#8217;t give me enough cues to tell where I am, I simply don&#8217;t play. It&#8217;s not snobbery &#8212; I just can&#8217;t play it. <em>I am not the only person like this.</em></p>
<p>In the real world, I navigate by finding distinct landmarks continuously. In a game, landmarks betray me: textures and geometry get reused constantly, and soon I am utterly turned around.</p>
<p>When you remove the map and compass from your on-screen GUI, you remove <strong>me</strong> from your audience. You also remove plenty of other people. Does it matter? Well, that depends on your target audience. If you&#8217;re going for broad appeal, then yes, it matters. If you&#8217;re trying to hit the 18-22 male FPS-playing crowd, you should probably avoid the radar, because that&#8217;s what they expect. It boils down to knowing your audience goals.</p>
<p><strong>So, what&#8217;s your target audience? </strong>Is it written down? Is it clearly delineated into one or more marketable entities? If you don&#8217;t know your audience, then you&#8217;re designing randomly. You might get lucky and design a game that an audience really loves, but more likely, you&#8217;ll make a hodge-podge and fail.</p>
<p><p><a href="http://www.eldergame.com">Elder Game</a> is sponsored by:<br />
<a href="http://www.sleepygiant.com/"><img src="http://www.eldergame.com/wp-content/themes/elder/images/SG-468x60_v3.jpg" /></a></p></p>
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