Information for "User:Espyo/Area design and landmark ramblings"
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Basic information
Display title | User:Espyo/Area design and landmark ramblings |
Default sort key | Espyo/Area design and landmark ramblings |
Page length (in bytes) | 44,485 |
Namespace | User |
Page ID | 26334 |
Page content language | en - English |
Page content model | wikitext |
User ID | 26 |
Indexing by robots | Allowed |
Number of redirects to this page | 0 |
Number of subpages of this page | 0 (0 redirects; 0 non-redirects) |
Page protection
Edit | Allow only users with "edituserpages" permission (infinite) |
Move | Allow only users with "edituserpages" permission (infinite) |
Edit history
Page creator | Espyo (talk | contribs) |
Date of page creation | 17:45, February 18, 2019 |
Latest editor | Espyo (talk | contribs) |
Date of latest edit | 17:45, February 18, 2019 |
Total number of edits | 1 |
Recent number of edits (within past 90 days) | 0 |
Recent number of distinct authors | 0 |
SEO properties
Description | Content |
Article description: (description )This attribute controls the content of the description and og:description elements. | In Pikcord, on the 12th of December, 2017, I decided to try to understand how the areas in Pikmin games achieved navigational awareness. The key subject behind this was actually the landmarks present in the different areas. Landmarks make it so players know where they are, but there are nuances to that, and this can all be seen in the various stages the player can play in. I started spouting my thoughts, and learn the series's area design lessons as I went along. That explains why this is poorly formatted: it's just a stream of improvised thoughts. I've cut off parts of the conversation that were less relevant, and included some important remarks about other chat members. |