infovore + readability 2
Above 49: The Importance of Readability in Games
april 2009 by infovore
"Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive... This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
games
donnorman
nelsanderson
interaction
data
design
readability
april 2009 by infovore
Game Developers Conference 2009 - "Read Me: Closing the Readability Gap in Immersive Games"
january 2009 by infovore
"Current mass-market games present simulations of incredible fidelity. Many of these titles also push genre boundaries and offer new mechanics to players. The problem, argues Ubisoft’s Patrick Redding (FAR CRY 2), is that these two developments are disconnected. Game output appears information-rich, but how much of that information can the player actually use to play better, and how much of it is just there to be spectacular or cinematic?" I would pretty much kill to see this. Gah.
games
information
farcry2
talk
patrickredding
gdc2009
readability
january 2009 by infovore
related tags
data ⊕ design ⊕ donnorman ⊕ farcry2 ⊕ games ⊕ gdc2009 ⊕ information ⊕ interaction ⊕ nelsanderson ⊕ patrickredding ⊕ readability ⊖ talk ⊕Copy this bookmark: