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Seria Ludo - Ep. 23: UI and Dramatic Constraints

Ep. 23: UI and Dramatic Constraints

12/10/20 • 85 min

Seria Ludo

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

  • Miasmata
  • Radio Commander
  • Lifeline
  • Duskers
  • Technomancer
  • One Hour, One Life
  • Silent Hunter
  • Crusader Kings 3
  • Star Traders
  • Civilization 6
  • Black and White
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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

  • Miasmata
  • Radio Commander
  • Lifeline
  • Duskers
  • Technomancer
  • One Hour, One Life
  • Silent Hunter
  • Crusader Kings 3
  • Star Traders
  • Civilization 6
  • Black and White

Previous Episode

undefined - Ep. 22: UI as Embodiment

Ep. 22: UI as Embodiment

In this episode, we talk about UI's ability to embody the player into the character they are playing. We talk about what that means for classic adventure games, action games, and immersive sims, and talk a bit about the potential for both embodiment in VR, and in the real world.

Games discussed:

  • Technomancer
  • Hunt: Showdown
  • Hardspace: Shipbreaker
  • Elite Dangerous
  • American and European Truck Simulator 2
  • Dead by Daylight
  • Void Bastards
  • Objects in Space

Next Episode

undefined - Ep. 24: 2020 Ludo Awards, Part 1

Ep. 24: 2020 Ludo Awards, Part 1

In this episode, Joel and Tim talk about the games that left the biggest impact on them over the course of 2020 (even though many of these games were made in earlier years). The list is continued in part 2. Award List, Part 1:

  • Technomancer gets "best combat system" and "best bang-for-the-buck game world experience" from Joel.
  • Pikuniku gets "best-hearted" and "most hilariously partnership-testing" from Tim.
  • Inside gets "most pure gaming experience" from Joel and "most unsettlingly emotional" from Tim.
  • Assassin's Creed Syndicate gets "best non-committal timesuck" (with some serious caveats that this is more addictive than it is good) from Joel.
  • Red Dead Redemption 2 gets "most immersive" from Tim.
  • Dying Light gets "best open world movement" from Joel.
  • American Truck Simulator and European Truck Simulator 2 get "most therapeutic" from Tim.
  • Farcry 5 gets "most annoying / most spineless" from both Tim and Joel. Sagebrush also gets a mention here, as a great indie title that actually engages with cult mentality, unlike the lukewarm mess that is Farcry 5's sad excuse for a setting.

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