Game Design Snacks Wikia
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This snack is concerning the display of statistics and personal achievements. Specifically, when they are presented with a bit of audio and visual flourish. This is most commonly seen in games that utilize statistics to give player feedback. The audio / visual combination elicits a reaction in the player to want to continue to attain these effects,

 Examples[]

Overwatch[]

OverwatchResults

Overwatch, like many other multiplayer shooters, uses a post game stats screen to relay feedback to the user about their performance. In this phase, a number of audio and visual effects fire off when the stats are being displayed. The medals "slam" into the screen with a sheen and metallic sound. The XP bar fills with a tick effect that simulates a meter, and your best statistics have a green banner and exclamation to showcase your best efforts

Diablo 3

D3Loot

Another Blizzard game, Diablo III attaches a satisfying sound to most things. One of the most common

audio cues a player hears deals with loot. Each item rarity has its own sound, making it very satisfying to open a chest/kill a boss and have it drop a higher rarity item. These items also send off glowing pillars from the ground, with different light colors and strength showing off rarity as well.

4 sugar-crush

Candy Crush Saga

This social network game exemplifies the above point extremely well. In a 3-match game where objects to be matched are candies, players are given an outstanding visual and audio cue whenever a match is made i.e. game objective is met. In addition to that, making combos has other equally good cues like "Divine", "Sweet", "Delicious" etc. which are deeply satisfying for the player.

Groov

This Xbox live arcade game is a twin-stick shooter focused on following a musical beat. Many of the enemies in the game move to the given beat and, when hit by a bullet from the player, will glow until the next beat is reached at which point they will explode and add elements of melody to the underlying music of the game. As the player destroys more enemies, more sounds are added by the enemies' deaths to the music of the game, leading to an increase in the intensity of the music over time.

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