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Posts Tagged ‘user interface’

 
 

It’s a piece of cake to bake a pretty cake

Saturday, September 19th, 2009

Who was it that decided that crafting systems in MMORPGs should be limited to collecting items and then uninspiredly clicking on them to combine them into new objects (or, alternately, clicking one object to decompose it into a few smaller objects)? The one complaint I’ve possibly heard the most, with regards to MMOs, is that [...]

 

How about those skill points?

Friday, September 18th, 2009

Today’s post continues in a vein similar to my prior “do away with numbers” posts, shifting the topic of interest to the distribution of skill points. We’ve already discussed a means for distributing stat points via a conversational system, but skills represent a new frontier for challenge in this department — it seems far less [...]

 

Scribble-Nots

Thursday, September 17th, 2009

Let me make myself very clear: this is not a game review in any real capacity, and I hope to spend as little time possible weighing the merits and vexations of Scribblenauts. I’ll go so far as to agree with the vast majority of people who have published actual reviews, in saying that the game’s [...]

 

The Misadventures of Tom Thumb

Wednesday, September 16th, 2009

I’ve discussed some reasons in the past that the iPhone isn’t the optimal platform — to the extent that any single platform can be considered “optimal” — for game design, but none of the reasons I’ve mentioned thus far are quite so boldly errant as the handful I’ll be discussing today. Our topic for today [...]

 

Controls, in context

Tuesday, September 15th, 2009

I’ve mentioned contextual controls in passing before, and described a basic framework for how they might operate in Atma. I’ve decided to commit today’s post to discussing exactly how context-based controls might work in the game’s touch-based system, and discuss several game interactions that need to be handled effectively by the system, as well as [...]