Rule of “no rules”

Anna Klimon
4 min readFeb 27, 2023

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Interface in games and in products

“Stanley Parable”, map of choices

For me, the most memorable moments in games are based on two things: response and rulebreaking.

Let`s remember the definition of the game: it is an intuitive way of acquiring and developing skills by people and animals at the time of the absence of an immediate threat to life. It is comprised of the absence of material results (pleasure instead of utility), content (what the game displays), the plot, the idea, the rules, game actions, risk, and reward. Rules confine the framework of the game, making up its interface.

But there are always games where not only can you break the rules, you’re just wasting your time if you don’t.

The Path

https://store.steampowered.com/app/27000/The_Path/

The slogan of the game is:

There is one rule in the game. And it needs to be broken.
There is one goal. And when you attain it, you die.

The heroines of the game just walk along the path through the forest to their grandmother. They have instructions — do not turn off the road. If this is done, the player will simply reach Grandma’s house. And if he will leave the path, the real gameplay begins. It’s not really a game, it’s an experience. But you can get it only by breaking the rules.

Orwell

https://store.steampowered.com/app/491950/Orwell_Keeping_an_Eye_On_You/

The whole gameplay of this game is hidden in the interface: the hero is looking for information about certain people. First, in articles and comments, then in personal correspondence, then he even listens to conversations and produced fake news. At some point, you start thinking “am I the bad guy?” It is possible to change the situation, but it is difficult. You’re going against the rules, but you’re actually going against orders. There is a difference.

Game Papers, please works in the same way. An unnamed customs officer checks documents at the border in accordance with ever-changing regulations. But this is not just a puzzle: the player himself decides where the rules can be broken and whether the life of loved ones is more valuable than the letter of the law.

Papers, please

The Stanley Parable

https://store.steampowered.com/app/221910/The_Stanley_Parable/

The flow of the game is completely non-linear: the narrator comments on everything that happens, setting out the story in the past tense before the player follows his recommendations. Or it won’t. For example, when Stanley reaches the first fork, the narrator reports that Stanley went through the left door; if the player passes through the right door, the narrator tries to convince the player to change their mind and return to the correct path.

The whole plot thus becomes an allegory of choice and a reflection on the nature of decision-making. In addition, with some actions, the narrator breaks the fourth wall, referring not to the character, but directly to the player.

There is a game “hidden” in the interface of Google Chrome

Similarly, rules in product interfaces can limit the user experience and hinder their ability to explore and utilize the product fully. Breaking the rules in product interfaces can lead to discovering new features and functionalities that were not initially apparent. For example, users may discover shortcuts or hidden settings that can enhance their efficiency and productivity.

Gmail: Gmail includes a variety of hidden features and shortcuts that allow users to streamline their email workflow. For example, users can use keyboard shortcuts to quickly navigate and perform actions within their inbox, and they can use “labs” features to enable experimental features such as “undo send” and “smart labels.”

Google Maps: Google Maps includes a variety of unusual features, such as the ability to play “snake” on the map and the option to switch the navigation voice to a celebrity voice.

Slack: Slack is a workplace communication app that includes a variety of hidden features and Easter eggs. For example, users can type “/giphy” followed by a keyword to insert a random GIF into a conversation, and they can use the “/remind” command to set reminders for themselves and others.

In conclusion, just like in games, response and rulebreaking are important factors that can make the user experience of product interfaces more memorable and engaging. While rules and guidelines are necessary to ensure a consistent and user-friendly interface, they can also limit the user’s ability to explore and fully utilize the product. By breaking the rules and thinking outside the box, users can uncover new features and functionalities that can enhance their productivity and efficiency.

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