>There are several tightly coupled parts of a simulation game that must be designed closely together: the simulation model, the game play, the user interface, and the user’s model.
>In order for a game to be realizable, all of those different parts must be tractable. There are games that might have a great user interface, be fun to play, easy to understand, but involve processes that are currently impossible to simulate on a computer.
>There are also games that are possible to simulate, fun to play, easy to understand, but that don’t afford a useable interface: Will has designed a great game called “Sim Thunder Storm”, but he hasn’t been able to think of a user interface that would make any sense.
He also wanted to do SimTapeWorm, but just could not talk the marketing department into that. And I imagine the user interface would be quite slippery.
https://donhopkins.medium.com/designing-user-interfaces-to-s...
>There are several tightly coupled parts of a simulation game that must be designed closely together: the simulation model, the game play, the user interface, and the user’s model.
>In order for a game to be realizable, all of those different parts must be tractable. There are games that might have a great user interface, be fun to play, easy to understand, but involve processes that are currently impossible to simulate on a computer.
>There are also games that are possible to simulate, fun to play, easy to understand, but that don’t afford a useable interface: Will has designed a great game called “Sim Thunder Storm”, but he hasn’t been able to think of a user interface that would make any sense.
He also wanted to do SimTapeWorm, but just could not talk the marketing department into that. And I imagine the user interface would be quite slippery.