全屏效果（Full Screen Effects，简称FSE）
Colour within Game Design: Creating Different Atmospheres
Black and white Vs Colour
The majority of current generation console games use colour to attract their chosen demographic and convey the type of environment that their game is based within. Although using colour can convey a lot of information to the player just by looking at it, some games chose to restrict their colour palletes to black and white only. Some games do this to create a more old-fashioned feel to the game like in old films before colour crept into every type of media we have.
Some may do this to lower the feel of violence as was allegedly done within the 2003 and 2004 film Kill Bill by Quentin Tarantino. It was thought that the goriest fight scenes in American and Europe releases of the film were portrayed in black and white to reduce the level of violence within those scenes.
The Youtube clip below shows a video of Pirate Baby’s Cabana Battle Street Fight that could be considered quite violent for some. Be advised that if you watch the video you may be exposed to scenes of violence.
Full Screen Effects (FSE)
Using colour can immediately fill an environment with feeling that can draw the player into the correct frame of mind for that game.
Most games nowadays rely on bright colours throughout the entire game and only switch to black and white scenes to emphasise moments within the game. In Mass Effect when the main character Shephard loses health all of the colour drains out of the game window to emphasise that the character is dead. As discussed in the previous post, colours like grey and black are associated with dull, drained and lifeless feelings so using these colours at the point of death of a character are very appropriate as the designers want the player to know that something negative has occured.
Some games use blood splatters as their FSE. Again this carries a negative meaning to the player especially if the blood is coloured bright red as they will see that they are taking damage and that their health is being reduced. This type of FSE is used in Gears of War (shown below).
The Youtube clip below shows a video of Gears of War that could be considered quite violent for some. Be advised that if you watch the video you may be exposed to scenes of violence.
As more and more games emerge it can be difficult for designers to come up with new ways of creating visual effects with colour that are new but that also won’t alienate or confuse players to this new system. Some games have re-used the effects that players find easy to understand from their competition. By making these new games use the same effects with colour, players will get accustomed to these effects so designers can focus more on delivering instructions on new features for their game.
Colour is also used to draw attention to specific aspects of the game or important information by highlighting objects in the game window, the HUD or the menus system.
In menu systems, brighter colours are used around the currently selected option to make the player aware of what they will be choosing. The other options are usually coloured in dark colours (or something in keeping with the colour scheme of the game) to draw the players attention away from these options.
Using brighter colours on objects to attract the players attention has also been used in the game window within some games, mainly older titles. Although this is an effective way of drawing the players attention by highlighting the object with a colour that will stand out from the background environment, doing this also makes the player more aware that they are playing a game and are less immersed in the game world. This also affects the difficulty of the game as pointing out crucial parts of the game will make game puzzles easier for most players. See how many interactable items you can see within the screenshot below from Broken Sword: Shadow of the Templars (SotT).
Many games nowadays do not highlight the object but show GUI buttons on screen to provide the player with information of how to acquire the item and highlighting it to them. Some just highlight the object when the player is within a certain distance so the player can acquire it quickly and are less distracted by an item that is constantly attracting the players attention.
In 2D games to differentiate between the background and the foreground, dark and light colours can be used in these areas. The background is usually coloured in darker shades and the foreground and objects that the player can interact with are coloured in lighter, brighter shades. Although this may be inverted as shown in a scene from Broken Sword: SotT below.
There are a multitude of ways that colours can be used within games to deflect or direct a players attention, to create different atmospheres or reinforce a message to the player. Make sure that which ever way you use colour within your game designs that they are effective and complimentary to your game.（source:takeinitiative）