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They are also considering co-op for The Long Dark, and this comes with a lot of potential UX considerations. E.g. if you're in your inventory, what do you look like to others? Do you rummage through a bag? What does that animation look like? Etc. Again, UX being holistically part of the game.

(The biggest takeaway I'm seeing is that you need to really actively consider how you can achieve your goals in-game without using flat 2D UI? What can the game do otherwise to achieve the same goals?)

Discussing the game design affecting the user's decisions, with Child Labour in Frostpunk as an example. It is mechanically very good for you, but morally a much more difficult decision to make. So the meaning of the decision is very clear. You get what you are being asked as a player.

But the ask has to be fair. Otherwise, especially if you lose, it feels very unfair. So a method called Ethical Dissonance Probing can help map if it is fair or not.

With a core principal making sure not to just ask "Why?", but to map deeper on the interpretation of the player to the game's choices. Creating a fuller and more nuanced picture.

The limitation is that this process is very intensive. It can help give you the data you need to make a right decision on a game's design, but only if you have that time and effort available.

Next we have Pecha Kucha micro talks, with automatic slide changes. I cannot live post these as they're so fast! They will be on the Game UX Summit youtube channel in the future.

One quick slide, by Coco Rath: Adjusting the mouse icon to be character-specific is a UX/UI choice, but a big narrative and immersion boon that makes you feel much more like you are the character itself. (Big agree. I love a good gauntlet mouse icon in any medieval fantasy game)

The scope of games keep getting bigger, so where and how do you start UX-ing? Usually you have the common UX pipeline. How do you decide what to work on first? What players prefer? What has the most value? So it depends on how players use it, and then we adjust to do that. We iterate. Etc.

However, this is a trap. You first imagine how users use it, what actions they take, etc. And so you design based on those actions. But how often is this confusing to players when they are told to take actions, but not yet know how to do those things?

Instead, with OOUX, you base the user's experience on objects. So first you design the objects, and then you design the action to the verb using those objects. So it provides a foundation before the actions and verbs. So instead of actions first, objects first.

Then you add metadata necessary for that object, and you expand to more and more objects. The core elements are necessary for the objects to exist. With them, the object is meaningless.

So you focus on the objects, instead of how they are used. Then you take a look at how the various objects can be nested. So you link objects to objects. Then you add cardinality, and intentionality, to know how much an object is used in another object, and what a player should be able to do.

The interactions are the green stickies. Which should be in the same column as the other stickies, but this slide is 16:9 so it's to the side for now. But in the real case, it should be all in one column, per object.

Through doing this, you may find more objects you need, which is fine. That's iteration as per usual. Maybe you link to an other object, or create a new one, either can work depending on your project.

The eventual result then allows you to work on the actual interactions much more easily. So they provide a foundation, from which then to do the usual design work of prototypes, interaction design, etc.

Q&A: Do engineers directly use such objects as well? Alex: Yes, they usually do. So they can then advocate for this system too, which is helpful to keep using it internally.