How do you try to make it as frictionless as possible to digest a game where the primary interface with the world is reading text? We tried to hook into some psychological behaviors that influenced our UI. This approach was modeled after I watched a talk by the Disco Elysium creators on how they focused modeled their UI to work like Twitter, hoping to hook into the users tendency to scroll. We took that principle and approached it from a different angle, attempting to model our dialogue UI like texts, since everyone these days texts all the time.
















