Dec 10, 2020
In this episode, Tim and Joel discuss how UI that limits the
information and actions of the player can be dramatically useful,
as seen in the tense radio interactions of Radio
Commander, the manual navigation system in
Miasmata, and the text-message-like interface of
Lifeline. We also talk about how, beyond the
pragmatic information/action axis of UI, a good interface can also
provide players with a sense of ritual.
Games Discussed