Episode 08: User Experience in Papers, Please

Thursday, October 6th 2016

papers-gloryAfter our discussion of Papers, Please’s lessons in instructional design, this week we found the game’s interesting and sometimes counterintuitive applications of user experience and design principles.

There’s friction in almost everything you do in this game, but why isn’t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load?

This is our second episode of a three-part series. We’ll conclude our Arstotzkan adventures next week, when we examine Papers, Please’s moral choices and emotional impact.

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion.

Show Notes & Links:

Other games mentioned in this episode:

06. October 2016 by Chad Haefele
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