Premise; initial designs; UI elements available; mobile? (Saturday, 26 January 2019, 12:38PM)

Premise

The base idea of this game is to recreate the spirit of the standard Let’s Play: Ancient Greek Punishment game in the form of conventional user-interface elements. Not unlike It is as if you were making love in the sense that it’s a translation of a particular (more human?) interactivity into the (inhuman?) language of UI.

The idea came about when I assigned “Sisyphus” as the theme for a project in my programming course dealing with jQuery and jQuery UI. I was talking to a student and had the image of a standard interface slider on an angle with the handle automatically dropping to the bottom every time you pull it to the top. And then I just assumed I could design all the rest of the games according to the same basic logic.

So let’s get started - how would each of the five go? I must admit I’ve prepared some thoughts earlier while lying on the couch.

Sisyphus

A slider, ideally (?) on an angle to look like a hill. You are instructed to “Set the slider to 10” (or similar) but whenever you drag it up and slides back down again. This could be improved(?) if you had to click a “continue” button or something so that you have to let go of the slider handle - otherwise you might feel like you were succeeding if you grabbed it and held it in place? This in turn suggests that possible each punishment should be in a little window of its own. This in turn suggests that there should maybe be five application icons on the desktop that you can use to launch each one, potentially even simultaneously if you feel like it?

Quite like the idea, too, of mapping in my traditional Win95-era sounds to communciate things (though that makes normally-silent interactions a bit more videogame-y which may or may not be ‘correct’).

If I go the “individual applications” mode, so that the interfaces are in dialogs of their own, I wonder if the diagonal slider actually looks too awkward, and instead I should be embracing the more normal presentation (horiztonal/vertical) which the Sisyphean part being in the interaction itself and in the still-present resemblance between pushing a boulder up a hill and sliding a slider along a track, in both cases with the object reverting.

Danaids

Current vision is drag-and-drop interface with “water.png” or similar being dragged to a folder called “bath” maybe. Except it just reverts every time you drag it. So the instruction is “drag water.png to the bath folder” and that’s always there, it’s just impossible because the folder doesn’t “accept it”? That’s the simplest/purest version and I think it does convey the core: the bath doesn’t “accept” the water in the original story because it has holes.

Guess there’s a question of whether you’d want to convey the idea that the water does go in and then leaks away? But that’s much more complex I think? How do you show it goes in but then comes in again? I think the simplest version might be the best here - I like the idea of reducing these things to be as simple as humanly possible, so it’s about the purity of the interface in combination with the idea?

Tantalus

Instruction asks you to select with radio button either “Apple” or “Water” (it starts as “None”). And then you’re meant to click Okay or Submit. But then we have some way of undoing your action. Multiple possibilities here?

Question: why can’t you submit “None” in these cases? That doesn’t really make sense? Could it be that there’s only two radio buttons and they have no selection? Or should they be checkboxes instead with the same idea applied - they deselect? These are probably just things that need to be tried - the core concept is there.

Zeno

I’m less able to visualise this, but I like the idea of leveraging a recursive effect within an interface.

My initial vision was of a sequence of checkboxes you’d be selecting, and when you got halfway it would add as many again from where you are to the end, over and over. This is a bit weird because it’s a strange UI behaviour that’s not very real. However that idea of recursively expanding options could possibly be explored this way?

Another option I’ve thought of here is that it’s a dropdown menu with “First half” and “Second half” or similar, and when you go to “Second half” it opens a new submenu with the same options, ad infinitum? The labelling here could be better really though, it’s a bit underwhelming and I don’t quite know what the instruction would be? What are you being asked to select?

Certainly menus seem the most “reasonable” place to have an infinite recursion? We’re used to the idea of nested menus, and there’s no reason (beyond design) not to have them recurse. I wonder what other recursive UI elements there are.

Maybe after these initial outlines I’ll also just list the available elements and see what could fit best.

Prometheus

This has seemed the hardest to me. At a fundamental level I think it can be represented as a progress bar for your liver that is reduced in some way. I had thought perhaps that dialogs would pop up with a timer saying that they will default to a peck if you don’t cancel them, but that couples the peck and the struggle in a way that isn’t in the original game. In the original game the relationship is more modal - the eagle is perched or not and that’s what you control, and in the perch mode you lose liver. But this is more complex to represent probably? “The eagle has landed” is a funny text to think of being in the UI though…

There is something nice about this one creating a potential profusion of dialogs though, I do like that idea. And there’s nothing wrong per se with resisting the peck instead of the landing? That’s not how the original game is, but I don’t think it’s anti-myth?

That said, consider just having one dialog at a time - what does the multitude add really? I guess it’s evocative of life with popups which has merit, but it’s less true to the myth in the sense there’s just one eagle and one peck to resist at a time. Don’t necessarily need the harried/overwhelmed vibe, which might diffuse the intensity of the one-to-one experience with the eagle? “Eagle alert!” “Alert: The Eagle has landed!”

You shouldn’t be able to close any app once you’ve run it! Maybe even a dialog when you click the ‘x’ that explains the punishment/application is an infinite process. Hehe. Actually more generally the textual nature of this game might provide opportunities like that to explain/explore things more conceptually. An about dialog with a kind of “Welcome to Hades/Tartarus” discussion? HadesSoft?

UI Elements

Just for the record, these are the UI elements/widgets jQuery UI gives us to think about:

As in headers that expand… this is a pretty interesting candidate for Zeno?

As in a text box that provides suggestions as you type - haven’t given this any thought at all.

Obviously useful everywhere as a standard idea. Can be used to convey effort if you’re thinking about the interface to the original game, but my ideas at this point are being directed more toward UI specific expressions of the underlying concepts rather than UI re-expression of the interfaces of the games themselves.

On or off. A possibility for Tantalus.

On or off, exclusive. Tantalus?

Organisational. Maybe it’d be useful for something? Can’t see why yet. Guess it lets you explicit group stuff in a dialog if you have more than one element involved, and you can have a little title at the top. Not the worst thing visually.

Pick a date. Can’t quite see how this one would be of much use.

A base level thing to the extent I’m making each look like an application of course. And then plausibly as an extra part of something like Prometheus to represent a peck event. Dialogs are good at representing timed events I guess.

The hierarchical menu idea. Also plausible for Zeno if I can think of how to express what you’re actually trying to do with it. What the actual labelling system would be that shows you you need to continue to navigate inward (forever). Need to be able to dynamically inject new hierarchy as it goes, which I’m unclear on the possibility of. Goes for Accordion too?

A progress bar. Quintessentially Sisyphean in a way, but non-interactive. Currently have it earmarked for Prometheus’s liver. Would also make sense to represent any fo the ideas of progress in the games (e.g. Sisyphus, Danaids, Zeno).

A drop-down menu with a single set of choices (not hierarchical). Quite an attractive thing to look at. Not impossible to do this for Tantalus? You drop down to select a food but they’re both greyed out? Actually more true to the original myth in the sense that for the “real” Tantalus the apple and water are just perpetually out of reach - they don’t move out of the way? I don’t think?

Good old slider. Current favourite for representing Sisyphus, but could relate to something like Zeno too.

For representing numbers you can change with up and down arrows. Not one that is near to my heart?

Ability to organise sets of information/controls into tabs. Nice in terms of representing something like a control panel, but I prefer having each of these apps have individual windows, so I don’t feel this one will make much sense.

Hadn’t thought of it, but tooltips are potentially a nice way of providing more information. Like if you were to hover the Apple radio button it might tell you something about how delicious and desireable the apple is? A way of having flavour text without crowding the interface?

Mobile?

Always worth thinking about mobile right? In an ideal world I’d like things to work over there. Guess it’s just a question of… can it? The recursive menus seem like a place where it may not be realistic? Especially if they scroll right (or perhaps at all). Mobile kind of sucks as a design restriction. A lot of the stuff would work though?


Notes on Sisyphus, Danaids, and Tantalus; Usability and Punishment (Monday, 28 January 2019, 7:42AM)

Sisyphus

Created Sisyphus yesterday (Sunday) in a quick burst - the beauty of having extremely simple, well-defined ideas for what it is you’re trying to achieve. Created this gif of it, which conveys the whole thing nicely:

Very validating to post that on Twitter and have it up to over 1000 likes in less than a day. I mean, not that that’s the objective here, but after a pretty tough spell of making stuff that hasn’t really captured people’s minds quite as much (and yes I’m just complaining) it feels good to have something accessibly interesting to people. Very easy to imagine nobody giving a shit about the game proper, but at least the idea appeals.

So Sisyphus works really well, it’s effectively done already, no obvious need to do more than confirm it’ll work out okay on mobile and any other full-game level tweaks to things.

Danaids

Built a version this morning based on the premise of dragging a file to a folder and having it revert. Obviously very easy to implement but having implemented I’m not quite blown away. I think it’s a fair representation but

So those are all problems that, together, make me less than certain about it as a result. It’s fine and it works okay, but it’s certainly not at the level of the others?

Looking at the available UI elements isn’t inspiring much either. The progress bar is the most obvious representation of water filling a container, so one could imagine using that more directly? “Fill the water progress bar”? And then figure out an interaction that you use for that, with it just sinking bank down. Even just a button? Though what kind of interface involves that? There’s also the classic Windows file copying animation that could be worth a thought?

In that version perhaps it’s drag and drop still (with its related problems) but it launches a new dialog with the copying process and a progress bar, and that just goes on perpetually because the progress bar keeps slipping back? That would at least feel like a more coherent representation, but doesn’t dodge the problem of swapping to a file-browser model of one of these dialogs? It’s not the end of the world but I don’t love it… might at least save that version.

Tantalus

This one just worked out well like Sisyphus - by being incredibly blunt and simple. A dropdown menu where you can’t select the things you want to select, a pretty perfect analogy to Tantalus’s situation - he can see what he wants/needs, but he can’t reach/access it. And scene.

Usability and Punishment

Something that’s apparent from this progress is a kind of funny relationship between the ideas in these punishment myths and ideas around usability. As I wrote in commit 5cf58cd, there’s a sense in which the punishment is a matter of usability in both directions: if the interfaces were usable/accessible, then you’d be able to complete them because they wouldn’t commit horrific usability gaffes like having no selectable options or (more bizarrely) having a slider that resets itself.

On the other hand, there the usability at the level of the punishment - a usable punishment, where the objective is specifically to make sure the interface is efficient, memorable, etc. with regard to being punished. In particular, this means avoiding any circumstances where the user might get out of the punishment through some clever use of UI. On Twitter people suggested things like using the tab key to select a value instead of the mouse, or dragging the slider to the top and then hitting enter to submit so it can’t reset. Specifically removing those possibilities is an important part of the usability of this experience.

In a sense a standard user-interface is a really perfect representation of those ancient punishment myths - it mirrors them very well. You have the need to perform an ostensibly simple task (in many cases at least - run to a flag, pick an apple, push a stone), but the circumstances/interface won’t allow you to do so. In a way I find Danaids the most interface-y of the different punishments because it’s so clear (I guess Tantalus is too) - you can see the holes in the bathtub from the beginning, so it’s a clear piece of interface design that signals to you everything you need to know about your punishment. Even as you’re compelled to carry out the task anyway (by the gods or by the interface’s refusal to be dismissed [unless you exit everything of course]).


On submission (Monday, 28 January 2019, 10:21AM)

A quick note about submission since I see I flagged it in today’s to-do list. I noticed this morning while working on Danaids and Tantalus that

Not necessarily bad, but there’s something here that needs thought. Part of the magic of the Sisyphus app is that there is that moment where the submission button is active and you “could” click on it. It’s part of the comedy/realism around that sense of a task that seems like it could be completed only to find at the last moment it can’t.

Tantalus’s button never being active is maybe not the worst thing - but I think it’s good that it’s there at least, so there’s some implication of a “reasonable” task made impossible by circumstances. In the case of Tantalus I suppose that “moment of possibility” is when you go to the dropdown menu, that’s when you think/feel that this may work out, only to see that your options are greyed out at there’s nothing you can do about it.

Danaids is problematic right now because there’s absolutely no implication anything will ever be completed and ended. Right now it’s just a file operation which isn’t something you “submit” and nor is it something that dismisses its own window. This is part of the problem with using a UI representation outside the world of control panel/settings kinds of dialogs. It has a very different temporal idea? So, it’s perhaps yet another flaw. Urgh.


Blog post: New project: Let’s Play: Ancient Greek Punishment: UI Edition (Thursday, 31 January 2019, 6:47AM)

http://pippinbarr.com/words/2019/01/30/new-project-lets-play-ancient-greek-punishment-ui-edition.html (Published Wednesday, 30 January 2019)

One of my plans for this year is to work on smaller projects that are easy for me to understand and visualise how to accomplish. Last year I “lost my way” a little bit with game-making because I had a very fractured attention span. I also tried to be a bit too “serious” with a lot of my projects, so another aspect of this year is working chiefly on things that I find inherently amusing.

In keeping with this, I recently released Let’s Play: Ancient Greek Punishment: Inversion Edition. It’s my fifth edition in this series of games, all of which create and recreate the same Greek myths as videogames in different ways. At this point we’ve got the original “authentic” punishments, the art edition, the CPU-only edition, the “limited” edition, and now the inversion edition. I like working on these projects because they let me think and rethink the same constrained set of ideas from different vantage points. If nothing else it feels like it stretches my creative/design thinking not unlike games like PONGS and SNAKISMS did, but over a series of separate games instead of multi-packs of minigames.

Even before I released the Inversion Edition I got straight to work on a new edition which I’m now tentatively calling Let’s Play: Ancient Greek Punishment: UI Edition. (I had been calling it the It is as if Edition, but it’s a bit awkward.) In this version I’m recreating the same suite of five punishment myths, but using traditional user-interface elements (via jQuery UI) instead of sprite animations etc. Clearly this is a major aesthetic change, but I like just how much the spirit is maintained even with these very distinct interactions. So, for example, Sisyphus takes place with a slider:

Same basic experience of a task that can never be completed, but expressed in the language of UI design instead of retro pixel-art of the “literal” myths themselves. I think there’s a lot to be learned here for me about expressing ideas in this new way, and I’m enjoying (and struggling with!) the process of working out how to translate each myth in a way that feels true both to the original myth and to the spirit of the series of games as I see it.

Assuming I can get my head back into writing stuff here, more will follow. Nice to see you again.


Sound, the spareness of Zeno’s steps, designing for mobile (Friday, 1 February 2019, 6:50AM)

Time to give some thought to what remains and to make sure I understand what’s needed, as well as to poke around at some solutions.

Sound

It feels like the experience will be improved with sound, but I’m unclear on how much is needed. There’s one version that’s restrained to standard sounds like a dialog appearing, and another more slapsticky version where the various failures could make sounds (e.g. a sliding sound for the slider dropping back) or a button activating could make a sound (a nice ding or whatever). Some of the dialogs are basically completely non-interactive (e.g. Tantalus) and would make no sound?

I think it could be funny to have the slapstick level of sounds, but I’m not totally clear on how much in the spirit it is? Is this thing more about the nature of UI and being accurate to UI (while managing to retell ancient Greek myths) or is it about the comedy of the experience? It’s a kind of authenticity thing?

Guess what? I should probably try both approaches. Default dings, and then throw in some of the others and see if it’s an improvement or a bit much.

Zeno’s steps

Right now Zeno works in the sense that you can take “infinite” steps toward your target, but it doesn’t have any real content just the step itself. I’ve thought about whether that’s actually funny and appropriate - each step just literally being a “step” along the way, in and of itself useless/meaningless except advancing you toward a goal, and of course the use of “step” in two senses… but just visually it may leave something to be desired?

I’ve thought about having the user/player select which foot to take the step with, but that seems most appropriate for a radio button and I feel like I’ve “used” that already in Tantalus and can’t reuse it. That’s a very, very arbitrary constraint, but part of the idea here is to vary which elements are used to represent the ideas - I don’t know if that’s a stupid attempt to be a virtuoso or if it kind of makes sense to the project.

Similarly thought of a little progress bar that just loads and then you can take the next step, but that seems really artificial and unnecessary?

And another option would be to have some kind of text appear (generated?) that continuously assures you you’re almost done etc., as you do see in these kinds of interfaces. “Just a couple more things” “Almost there” “Just about finished” etc. But then that’s pretty weird is there aren’t actually any “things” to be done…

I should probably at Windows wizards and Zeno’s paradox to see if anything jumps out…

It’s not impossible that with a Welcome stage the subsequent steps just don’t need anything? At that point I think the joke can land a little better and the starkness may actually work in its favour… that each step is just a step. The Welcome screen can (hopefully?) kind of hint at that double meaning?

Mobile

Ugh. The least fun element of all. I suppoooooooooose I should care about this right? I have absolutely no real vision of how much traffic to my site comes from mobile. Maybe I should find out? Shit, it’s not totally insignificant. 85,000 hits on my github for mobile devices in the last two years. (Compared to 200,000 for desktop.) Shit. Fine.

Okay well part of this is just “get the UIs working and see what happens. Let me see how it behaves right now…

Well. Impressively Danaids which is showing up right now just works fine which is a little shocking. But I’ll take it. Or rather, you can click things and they respond and you can drag the window around and so on.

But a) the icons on the desktop don’t work so you can’t open them and b) rather more importantly, the games rely in some places on a “mouse out” (e.g. Danaids) that can’t be checked with touch because it’s effectively just clicks. Whoa. So what would be affected by this problem?

That being the case I suppose it’s not impossible to reimagine Dnaids “enough” that it can work again? Maybe a two step process so you fill the bath and then do another thing, but then that causes the bath to empty, and so on? Hm.

So that’s the design versus affordance part of it, and then there’s the appearance part of it. Tempting though it might be to just say “fuck it” and leave it along, I suspect that’s bad karma. It seems like at least on smaller devices (phones) it would make sense for any given dialog to take up the whole screen modally so you don’t have the sense of launching multiple elements (again this will require a reload to get back to the start then). That being the case there’s CSS bullshit to consider in terms of it looking alright? Ideally just at a certain screen width it creates a dialog that’s sized to the window width and blacks out everything behind it (or grays) so that you’re just looking at that dialog?

I’ll have to experiment a touch. It is as if you were making love should at least have some clues for getting this done. Not the end of the world.


Mobile; Mobile Danaids; Language Games; Nearing the End (Monday, 4 February 2019, 6:43AM)

Mobile

Over the weekend I managed to get a proper mobile version working (touch wood etc.). Pretty much followed the plan from above in terms of what it looks like - each app launches solo against a grey background so you can’t have multiple open, app icons are styled to look more like iPhone style stuff along with appearing in horizontal rows instead of a column.

Mobile Danaids

Also needed to rework Danaids a bit to make it mobile “unfriendly” (ha ha) - I added a “half-full” radio that allows me to switch from “full” more quickly because there’s more of a visual clue as to what’s happening. Now it switches fast enough that you don’t have a chance to click the button (as far as I can tell). Oh, and looking at the previous entry I suppose I should explain that I changed Danaid’s to a timer-based thing for going from full to empty to avoid needing the mouse-out.

In fact I think the timer based version is kind of truer to the real thing right? The point is that the bathtub has holes, so naturally it’s going to start emptying as soon as you fill it, rather than waiting until you move your mouse/finger away. It feels a little weird in terms of not being 100% sure it’s impossible to click the button before the bath empties, but I think it’s probably sufficient in the end.

Question: it it fun to have even more radios? Like empty, quarter-full, half-full, three-quarters full, full? And also is it a nice idea to invert the order so that full is at the top which makes more physical sense? Which brings me, somewhat, to…

Language games

I did passes on all the games looking at the language use. And I ended up changing language in a bunch of places so that it reflected the actual myth more than it had been. E.g. Tantalus was about selecting a food and then there was a “Submit” button, more in keeping with the idea that it’s a user-interface for achieving that goal, whereas now it says “Eat”, which is more about a user-interface which represents that actual activity.

I think I like it, but it’s interesting to me how distinct those two approaches are, while also existing (I think) on the same spectrum. A question of how much these interfaces are about representing a myth versus representing ideas about interfaces (through reference to the myth)? And in the end the game is about representing the myths (I mean the series of games) so I suppose it’s fair to use the myth language. But I still feel like I’m losing something by not having the studied neutrality of interface language. “Submit” is so impersonal (and frankly also great in the context of punishment - though perhaps that makes it confusing).

Additionally, of all of them Sisyphus just doesn’t have it at all - you’re just setting a slider to a specific number. So in a way the game that began the whole thing is one that doesn’t seem capable (?) of being done in the myth language style? You could label the slider with “bottom” and “top” I suppose, and have the instruction be “Move the boulder to the top of the hill” but that seems kind of off somehow.

Additionally, Zeno, which is my favourite at this point (perhaps I’m just biased by the sigma expression - something I see I haven’t mentioned in this journal, but see commit ac9f78d) also doesn’t really use the myth language except as the joke about the idea of a “Step”. It’s very much in the world of the UI quite fundamentally.

It’s a bit like a tension between the Ancient Greek Punishment series and the It is as if series. Both are really interesting I think, and good things to do, but they have different attitudes to narrative stuff? It is as if is about having a narrative but not telling it directly (I think?) and instead providing the interface to the story without saying that’s what it is so overtly. The Punishment games are about telling the narrative quite literally through interactions that are in service of the story and don’t have their own specific resonance? Is that true?

So I honestly don’t know what to do about that - it’s not necessarily something everybody would notice (the language stuff), but I do feel like it’s a big of a rough edge that I could fret about. I’ll keep it in mind.

Nearing the end

Well, the project is all but done. It’s probably releasable now other than this language thing and a couple of very small CSS things I might or might not actually fix up. I think it’s a good piece of work (though I felt ever so slightly weird showing it to people at the baby shower yesterday - but I think that’s just generally how I feel about being in the same room as my own work, intensified by being the one showing it).

(Actually, making sure the game is accessible from my phone definitely made it so much easier to show to people which was pretty cool, including the niceness of having my own little icon I can launch it from. So I definitely think that’s a good one to remember moving forward.)

I guess I look at it a bit more this morning and then probably call it a day. I’ll release it next week I imagine, so should attempt to have press kits etc. done by Thursday or Friday? Release on Tuesday? Wednesday? Wednesday might be better because I don’t have a class to deal with.

I should probably revisit my other process documents, too, to see if I can fill anything in a bit more. Process wise I think the project has been successful… I’ve done substantial documentation in the commits - a lot of the moment-to-moment design stuff is in there (e.g. I didn’t even write about sigma stuff here, but it’s in the commits). And this journal has been more big picture, which I think is right. As for the rest it’s more patchy, but that’s okay, still learning what that stuff is for?


Post-press kit, pre-closing statement (Wednesday, 6 February 2019, 6:56AM)

The project is basically as done as it will be at this point, all the way down to its press kit which I put together last night. Decided against having a trailer separate from the animated GIFs illustrating each minigame. I think they’re perfectly effective at illustrating what this thing is all about.

The big remaining thing it to write a closing statement for the game, as this is something I’ve kind of drifted from in the last couple of attempts. Simply because: it’s hard. But it makes a lot of sense to do it as a final revisiting of the overall project, a first attempt (by the developer) to look at all the process material produced and to try to tell a specific story with them. And really a story about intent and a (very subjective) evaluation of success (pre-release I suppose).

I don’t think I should hold off on the closing statement until after release because I’ll inevitably have started something else and the impetus will be kind of lost, all the thinking will have drained from my brain like a Danaid’s bath.

So, let me at least start by reading everything and listing thematic areas as well as potential commits to reference? I guess? Plus potentially images that illustrate any little stories that might be illustrative of process? Gosh I don’t know. How long should this thing be? Doesn’t matter. (For reference the b r 1 one was… just shy of 2,000 words. Okay.)

Well anyway here I go.