Games and Play

Small pictures handled again and again, where the imagery is inseparable from the rules of play and instant recognition is the governing design requirement.

Dictionary entry

  1. Playing Card Design 15th century– / Style

    The 52-sheet design polished by centuries of use: double-ended court cards, the semiotics of suits, repeating back patterns. Wear and recognition produced a completeness that is also the prehistory of UI design.

  2. Tarot Imagery 15th century– / Style

    From the Visconti gold grounds through Marseille woodcuts to the Waite-Smith narrative scenes: allegory systematized into 78 cards. Its openness to rereading keeps drawing designers in.

  3. Hanafuda 18th century– / Style

    Japanese cards that compress twelve months of flowers, birds, wind and moon into 48 sheets. Their bold flat-color stylization against black came out of a long history of redesigning the deck to slip past bans, and it was where Nintendo began.

  4. E-Sugoroku Edo period– / Layout

    Japan's pictorial board sheets dividing one page into a story of squares. Careers and pilgrimages arranged in spiral progressions show the sugoroku sheet as ancestor of information design and game UI.

  5. ADV / NVL Text Layout 1990s– / Layout

    The visual novel has two named text layouts, of which ADV mode presents dialogue and narration one line at a time, generally in a window at the bottom of the screen. NVL mode presents several lines at once in a window that takes up the entire screen and starts a fresh page at marked breaks. The Ren'Py documentation defines the pair in exactly those terms.

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