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Endless Runner / Frontal

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Card

Endless Runner / Frontal

Ludic View Structure anchoring: accompanying · azimuth: front · projection: perspective · monitor · handheld

The figure moves towards the camera (or the camera retreats). Obstacles “come” at the agent; the direction of threat is inverted (behind rather than in front of the figure). Creates permanent forward dynamics and urgency. Defining for endless runners and rhythm games.

Design question – When is the value label “endless runner / frontal” the right choice – and what experience does it create?

Reference example – Game examples: Temple Run · Subway Surfers · Crash Bandicoot (escape levels).

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