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Emily Short @emshort
, 11 tweets, 2 min read Read on Twitter
.@joethephish talking about how reading in a game should feel effortless, requiring good writing and good UX
Calls out the value of focus and pacing; having less text on screen at a time; not surrounding it with distracting icons and imagery
Particularly important at the start of the game to give a little text at a time. Typography helps with focus, text animation with pacing
Readability vs legibility in type; the value of not sticking the player with pages and pages of fantasy typefaces that make things slower
Go ahead and use fonts that are familiar from book typography. "Familiarity is the most important feature of a type face." Space generously. Fewer words on a page.
He's showing revised layouts for a number of interfaces from existing games
Recommends looking to subtitling on film for how to make text legible on a to screen if you're doing a console game. Overall: Readable type face, 5-15 words a line, generous margins; draw player eye with text brightness to where they should focus
Large sections of text speeds the player up *if* the player is already focused. Rapid succession of *choices* does not actually speed things up. Test and iterate to get your pacing just so -- and do this with the final UX.
Variety and sense of progress are crucial for pacing in longer form games. Animating text flow leads the eye to where you need to read next. In 80 days, the choices fade in last and slowly to try to get the player to commit to reading the body text first
Ink is designed to support this kind of thing by giving content line by line. "If the player is ever waiting between lines, even for a moment, they accumulate a sense of apathy."
GitHub.com/inkle/SLayout has their Unity + ink open source framework for UI and animation
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