After our discussion of Papers, Pleaseâ€™s lessons in instructional design, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles.
Thereâ€™s friction in almost everything you do in this game, but why isnâ€™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. Weâ€™ll conclude our Arstotzkan adventures next week, when we examine Papers, Pleaseâ€™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 didnâ€™t factor into our discussion.
Show Notes & Links:
- How to Game Friction for Better UX
- Mass Effectâ€™s terrible inventory management system
- Maslowâ€™s Hierarchy of Needs
- Reality is Broken, by Jane McGonigal
- Video review of Steel Battalion: Heavy Armor