Robotigan
Learned
- Joined
- Jan 18, 2022
- Messages
- 420
You can have very complex games with a lot of systems that feel remarkably tight, the design overhead just gets a lot harder to manage. You don't want the player to feel overwhelmed or like they're constantly getting interrupted from what they want to do. Management sims seem to handle complexity a lot better than RPGs for whatever reason. Maybe because the lack of narrative makes it easier to focus on the game elements, or relatedly, maybe because the genre tends not to attract as many writers trying their hand at game design. At any rate, I think these are some good rules to follow:
1) Use intuitive/diegetic design whenever possible
2) Contextualize stuff so the player can easily focus in on a certain thing while ignoring the rest.
3) Only display as much information as the player needs at a given time.
4) Don't ship with complicated systems the game doesn't even make use of.
5) Don't implement every blasted idea you have, half of them probably aren't any good.
6) The more complex the game, the more good UI becomes non-negotiable.
1) Use intuitive/diegetic design whenever possible
2) Contextualize stuff so the player can easily focus in on a certain thing while ignoring the rest.
3) Only display as much information as the player needs at a given time.
4) Don't ship with complicated systems the game doesn't even make use of.
5) Don't implement every blasted idea you have, half of them probably aren't any good.
6) The more complex the game, the more good UI becomes non-negotiable.