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Re:What UX designers can learn from 1990s Japanese video games by dclowd9901 on Sunday May 29, 2016 @04:52PM (#11798158)
As an example of startlingly good UX in Japanese RPGs, I point to the modern persona games, which somehow manage the thankless feat of providing copious amounts of information, but always in a very useful way, as well as helping clear away the mundanities of the game (remembering enemy weakspots and such)
Re:What UX designers can learn from 1990s Japanese video games by eru on Wednesday June 01, 2016 @11:10PM (#11820115)
We can also learn from boardgames. The technology is mostly cardboard, though.

For example Eclipse manages to make the huge amount of bookkeeping in the game bearable with some very clever 'UI' on the player mats.

(https://boardgamegeek.com/boardgame/72125/eclipse)

Though for the really good designs you don't even notice the UI and bookkeeping any more.

For example: auctions are a tempting design choice when making a game, since they automatically balance the price of good and bad options available. But, they take comparatively long to resolve---so distract from the core of the game (unless it's specifically an auction game)

Instead some games introduce new options with a heavy mark-up and lower their price every turn. (See https://en.wikipedia.org/wiki/Dutch_auction)