Navigation
- Reversibility -- by allowing players to "undo" moves (generally in the same manner they were taken), exploration is considered to be more harmless and can be encouraged
- Mystery -- by not revealing everything (example: an entire map) at once, players are forced to move through the game. Faster transportation between "zones" can be offered once the long way is found
- Reality -- suspension of disbelief is assisted by making movement (characters, objects) take time instead of being instantaneous
Interaction
- No error reports. The only actions players can make should all be legal. If it's illegal, the player shouldn't have the option to do it
- Controls should be consistent. Only change the interface when the player makes a change
- Corollary: objects with a timer (like bombs) break this rule, but are predictable
- Consistency in similarity. Things (controls, objects) that look the same should have similar rules to help players learn about advanced mechanics
- Immediate visual feedback
- One window -- confine the game, everything outside of it is extraneous
There are other really interesting game tips (reality cues, general principles) on this site, but I was trying to focus on interface design and interaction with the player.
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