Abstract
Computer adventure games and operating systems have something in common: each presents to its players or users alien worlds that they can explore. The major difference between games and operating systems is in the way they communicate with people; operating systems tend to communicate poorly, while adventure games communicate so well that players need minimal introductory or reference documentation. What is it about adventure games that fosters ease of use? How might those techniques be applied to the design of operating system interfaces? The author offers answers for both questions.