Dead Space

Dead Space. Distance where nothing happens.

A feature nearly universal to interfaces and game mechanics; and a problem that begs for a solution. What makes dead space a problem? It's that it's actually space, realized far beyond any actual use.

Interface dead space in a GUI is merely a tolerance to ease/stabilize analog selection. For this, I would propose an orbital mechanic inspired 2D scrolling scheme.

Discrete event simulations work to remove temporal dead spaces, removing the polling-style collision detection of the ubiquitous continuous simulation.

In game design, there's dead space often marketed as a feature. Leveling systems and other time gates that rely on vain repetition are essentially temporal dead space, with the function being a marketing device to extend the life of a game beyond the length of its content and the mastering and full appreciation of its mechanics.