I like to switch quickly between all of the screens on the left-hand side, and the PowerPoint-esque 'transition' made this a somewhat slow process. My only other complaint is the somewhat slowness of the graphics between screens. I have only a basic understanding of real-world economics, so I don't know how realistic the game is. I tried very hard to keep the budget balanced, as that seemed to tick people off the most (that and 30% income taxes). I don't know, but the game seems to discriminate against socialists! (I could have just been really bad at it, though). The game seemed to favor a more 'Reagan-omics' approach I lost much quicker when I raised taxes and social programs alike. The line graphs were a nice touch, as well as the complete listing of almost all aspects of the economy. It was very complete, yet simple to manage (only five things to adjust). « Last Edit: January 14, 2008, 07:23:34 PM by Farbs »Įven though I was forced to resign twice (Oh darn!), I liked it a lot. Would it be possible to have a graphical report with the explainations in popups? Is there a graphical way you could represent this data? The actual report text was still useful in understanding why things happened, but reading it as a report became dull very fast. Also, the text report gets dull to read after a while so I stopped paying attention to it. If each action button showed a popup explaining the implications of that action I'd probably have a better idea of what I was doing. This is as much about showing causality as it is about effectively communicating state. I think the biggest challenge is giving people enough feedback that they know why their decisions had particular outcomes. They're cute at first, but after a while I became quite sick of watching them. Regarding the interface, I think you should consider playing the transitions much quicker. There's something very magical about these words. You must reduce the planned budget deficit to zero,
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