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In this episode, Tim and Joel discuss how UI that limits the information and actions of the player can be dramatically useful, as seen in the tense radio interactions of Radio Commander, the manual navigation system in Miasmata, and the text-message-like interface of Lifeline. We also talk about how, beyond the pragmatic information/action axis of UI, a good interface can also provide players with a sense of ritual. Games Discussed
In this episode, Tim and Joel discuss how UI that limits the information and actions of the player can be dramatically useful, as seen in the tense radio interactions of Radio Commander, the manual navigation system in Miasmata, and the text-message-like interface of Lifeline. We also talk about how, beyond the pragmatic information/action axis of UI, a good interface can also provide players with a sense of ritual. Games Discussed