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What UX designers can learn from 1990s Japanese video games

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Bob Sun
May 28, 2016 15:00
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Hugon on the Quarter to Three forum writes:

When I think console RPG I think pages of fairly inscrutable character info and bad navigation.

Pulsing circles as part of a tutorial

In the first 10 minutes of Final Fantasy III, you come across a small, glowing light — something that ll entice any gamer in search of loot.

It used to be a case of clicking the star and it turning from gray to yellow; now, as we all know, this happens:

There are some pretty good arguments against spending design time on microinteractions, but in video games, it s part of the immersive experience.

With SNES games, it s sometimes a matter of trial and error to find which parts of the screen you can interact with, but unlike apps with freeform mouse/touchscreen controls, the number of options is limited to wherever you can move the cursor with the arrow keys.

That leads to confusing interfaces like the one I looked at earlier from Breath of Fire — how was I supposed to know there s an input field there?

Featured Image: Akira Toriyama

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Bob Sun
May 28, 2016 15:00
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