Author Topic: interface design in PBBGs  (Read 738 times)

Offline RangerSheck

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interface design in PBBGs
« on: September 15, 2007, 11:09:37 AM »
Hey folks -

Sorry for the self-promo, but thought this would be relevant and might open up some discussion. I recently posted on my blog my thoughts on interface design when it comes to PBBGs.

Intro: "Browser-Based Game designers, take note from some of the web-based app designers: the term 'Look and Feel' means more than you think! Win back some of those players you frightened away by seeing your game through their eyes and giving them some familiarity to start with."

The rest: http://rangersheck.com/2007/9/12/interface-design-in-a-pbbg-sound-familiar

- R. S.

Offline vizion

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Re: interface design in PBBGs
« Reply #1 on: October 02, 2007, 03:49:09 PM »
Interesting read. I especially like point #1. I've quit so many games within the first 10 minutes because it wasn't immediately obvious what I should do to start. I hate that. No, I don't want to poke around some game trying figure out what to do in the beginning because the designer thinks it's more "fun" that way. I don't have time for that. My goal in creating my own game will be to cater to people with short attention spans or who have very limited time for gaming. There's a big market for that as evidenced by the popularity of Kingdom of Loathing. Unfortunately, KoL is becoming so complicated that it's losing that casual audience. I believe that if KoL had started out as complicated as it is now it would never have become popular in the first place. People want simplicity. There are plenty of games for people who want a deep, meaningful experience. Bring back the simpleton games!

 


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