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Showing the fun: simple checks for world readability


Description

Your game has two types of content: interactive and non-interactive. Telling the difference is almost never at the heart of your game’s ‘fun’ (engaging content). In this talk we’ll have three simple questions you can use to understand why players lose engagement, and six ways in which they (mis)read your worlds At the end, you’ll have a guide to understanding why your player gets lost ... And how to improve the situation.


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    project

    Interface Design in Video Games

    A research theme encompassing educational collaborations, external collaborations, publications, and conference talks on the general topics of UI, UX, interface design, and world readability in video games.Beyond addressing interfaces as only menus and icons ('UI'), the research approaches all contents of a video game as an interface, examining how whole systems are read by, and communicate with, players.

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