One Level Design Mistake I Learned to Avoid From Playing “Mirror’s Edge“
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Mirror’s Edge has a level design problem.
Despite having “runner’s vision”.
“Runner’s vision” vision is a gameplay mechanic in “Mirror’s Edge” where certain objects become highlighted in red that guide you where you need to go. This includes red doors, railings, ledges, pipes, valves, boxes, ropes and buttons.
But even with “runner’s vision”, I was lost.
And it could be fixed with one simple level design principle.
So what is this ONE level design mistake I learned to avoid in my work?
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