Great user design is when there's no user design at all. Any user interface (buttons, menus or whatever) is one step too much between the user's wish and a result. Earlier I talked about making games that start fast, and I think the programmer John Carmack said something like (can't find the quote!) […]
When I play Rise: Race the Future, I crash into the "walls" beside the roads in the same frustrating way every time. They could have made more ways to physically interact with these walls but they made it simple by making them all work exactly the same everywhere. Creating a game is a bit like being […]
The game It Takes Two is one of the most creative pieces of art I've seen, so full of variation and dense of content. Josef Fares is the director of the game and he often talks about "bringing out the creative monster" in people, but I felt he never specified exactly how he does that, and I wanted t […]