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Feature: 'Too Many Clicks!'

Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game? Are the thinking man's war simulations bowing down to energetic arcade controls? Today's main Gamasutra

Simon Carless, Blogger

August 23, 2006

1 Min Read
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Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game? Are the thinking man's war simulations bowing down to energetic arcade controls? Today's main Gamasutra feature tries to answer these questions. In the introduction to his in-depth article on the matter, author Philip Goetz explains: "Computer games traditionally have a player control one or more units on the screen. In early games, each player controlled one unit. As CPU power grew, players controlled more and more units. Today, a player might have hundreds of units, each one of which they must control individually. The unit-based user interface (UI) is no longer sufficient. This article will suggest a different way of thinking about UIs, and will discuss how to compare one UI to another, or one UI to the theoretical maximally efficient UI, to tell if your game can be improved. I’ll use examples primarily from strategy games, but it applies to UIs for programs of all kinds." You can now read the full Gamasutra feature on the subject, including lots more detail on Goetz's interesting concepts (no registration required, please feel free to link to this feature from external websites).

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2006

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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