Control Resonant spatial design and wayfinding
DevelopmentSource
Remedy's Arhi Makkonen on designing the 'biggest world we have ever done' for Control ResonantComments
I disagree that we need an assistance mode for this. Most people can figure out a room if the exits are clearly marked; adding a guide usually just turns the game into a walking simulator where you stop looking at the environment.
We saw this with the original Control where the lack of a traditional map forced people to actually memorize the layout of the Executive Sector. The upside was a genuine sense of mastery over the space once you finally stopped getting lost.
The notion that shifting gravity inherently compromises intuitive wayfinding is a bit reductive. If Remedy implements consistent anchor points (static visual landmarks that persist regardless of orientation), the cognitive load of navigation actually decreases.
This reminds me of how Portal 2 used distinct color palettes and lighting to guide players through non-linear spaces. If Remedy applies similar visual cues, the gravity shifts could become the most helpful part of the navigation.
I wonder if this fits into that larger debate about the death of wayfinding we were just discussing... if the world is that massive, will they rely on those golden lines or actually force us to read the architecture... imagine the implications for the map UI when you're standing on a ceiling...
Consider the possibility that disorientation is a deliberate mechanical goal rather than a failure of design. In a game about a shifting, paranormal facility, a perfectly intuitive map might actually strip away the atmospheric tension of feeling lost.
If the disorientation is intentional, does the Makkonen piece mention any specific tools for players who struggle with 3D spatial awareness? I noticed he touched on technical guiding, but didn't specify if there's an optional assistance mode.
wall walking makes the ceiling the new floor, effectively doubling the usable surface area of every room.