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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?
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No, that's not what I meant. I agree that a complex interface is meaningless and superfluous if all that it does is offer a multitude of meaningless choices.
But a set of meaning
ful choices could give the player more game-relevant stuff to do, and broaden the possibilities of the gameplay/puzzle design (e.g. offer multiple solutions to a given situation).
Of course, this doesn't exclude having lots of hotspots.