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Originally Posted by Martin Gantefoehr
I agree. I think the lack of capability/complexity of the interface in mouse-driven P&C is part of the problem, though. Many, actually most recent games, have an interface that is simplified down to two basic interaction possibilities: USE (or ACT) and LOOK.
This limits the variety of possible interactions. There can only be one interaction per mouse button at one time.
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This was exactly my feeling when approaching the interface for Sapphire Claw. In a similar manner to that which SJH points out, right-clicking with the mouse will bring up a context-sensitive menu of icons which will give the player up to six actions to choose from when interacting with an object or character.
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Recent games have constructed puzzles and interactions according to these interface restrictions. But Interaction Density, as I understand it, doesn't neccessarily mean lots-a-hotspots - it can also mean more complex hotspots. And more complex hotspots, offering a variety of manipulations per hotspot or situation, require an interface more complex than two simple mouse button triggers.
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That depends. High interaction density is about giving the player plenty to do. Does a complex interface actually give the player more to do or just make it seem that way by providing more superfluous interactions? I suspect that the right balance lies in having plenty of interaction hot-spots that have varying degrees of interactivity using an intuitive interface.