All I wanted was to give my arrows to my archer. The party paper-doll pattern breaks the moment there are four of you.
Games are spreadsheets. UX is what makes you forget.
A 25-minute walk through 25 years: why legacy UI is fine until it isn't, the bucket test on Crimson Skies, brick-for-wheat on Catan, why I never say tutorial, and the one thing I'll say about AI. Recorded live at a game dev conference. Season 1 proper starts when the first stream is recorded.
- 0:00Juries, DNA evidence, and how I accidentally found UX
- 3:30Games are spreadsheets. Your job is to make nobody notice.
- 5:00Legacy UI: Diablo in 1996, Diablo in 2016, Baldur's Gate 3 and the arrows problem
- 9:00Don't copy the farm: Hay Day vs. the dragon game
- 11:30Why I banned the word tutorial in 2001
- 13:00Crimson Skies: the bucket test, hot-swapped feel, Capture the Chicken
- 17:00Catan: brick for wheat, loaded dice, and the AI that trades it back
- 21:00World 1-1, sound you can play blind, and why your engineers are UX
- 22:30AI doesn't have taste. Who does?
- 25:00The question I leave you with
Every arrow and label we drew made the trade screen worse. The fix was a kinder opponent, not a clearer screen.
The goomba walks at you. Two buttons. You learn to jump because you're curious, not because a box told you to.
Recording: with the conference organizers, link when it's posted