Showing the fun: simple checks for world readability

Research output: Contribution to conferencePaper

Abstract

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.
Original languageEnglish
Publication statusPublished - 9 Jul 2019
EventDevelop:Brighton - Brighton Hilton Metropole, Brighton, Netherlands
Duration: 9 Jul 201911 Jul 2019

Conference

ConferenceDevelop:Brighton
Country/TerritoryNetherlands
CityBrighton
Period9/07/1911/07/19

Keywords

  • interface design
  • interaction design
  • readability
  • usability
  • UX
  • UI
  • world design
  • visual design
  • game design

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