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|Session Name:||'Mini Metro': When Less is More|
|Track / Format:||Design|
|Overview:||In a world full of distractions, game developers often make the mistake of thinking their games need to be the most distracting thing. So they add timers, rewards, particles everywhere, collectibles, notifications, and bribes to share content. Your time is valuable but frequently these techniques play on compulsions to obsessively collect, complete, and compete. This isn't necessarily bad per se, but what if you could be just as effective by avoiding or minimizing the use of these methods while appealing to a more intrinsically rewarding player experience? This talk will take a look at the successes and failures of visual design in 'Mini Metro'. It will examine how user interface and visual design decisions play a role in creating a rewarding experience for the player. It will also share how you can support this by building a robust design language, design beauty through a process of elimination, and produce a captivating experience.|