Wednesday, May 13, 2009

What is readability anyway?

Gamasutra have an article up pondering the design of adventure games and suggesting that puzzles are too obscure sometimes and that is why adventures stopped ruling the earth. Somehow they call this concept "readability" which I don't really get, but hey.

3 comments:

  1. I think Nels Anderson is desperately trying to coin the term.

    Here and Here

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  2. I don't know about readability, but I love the feeling when I manage to solve an obscure puzzle on my own. Yet of course with less and less free time comes less and less patience.

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  3. Not an article I'd agree with, really. After all the lack of "readability" (last time I encountered the term was in a book by K. Lynch) is what made Zork or indeed King's Quest fun and original.

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