Games have always had to answer a fundamental question: how do you tell a player what's happening without breaking the spell of the world you've built?
For most of gaming history, the answer has been text: labels, tooltips, menus, instruction popups. Text works. But it comes with costs that are easy to overlook until you're deep into production. Hexploration is taking a different path: icons and symbols as the primary language of the game. The reasons go well beyond saving on translation budgets.
Not All Icons Are Equal
Before getting into the arguments for icon-first design, it helps to have some vocabulary. Semiotics gives us a useful three-way distinction, drawn from Charles Sanders Peirce:
- Icon: resembles what it represents. A flame means fire. A sword means weapon. These tend to be universal or close to it.
- Index: causally or logically connected to its meaning. Smoke implies fire. A footprint implies someone was here. Usually intuitive across cultures.
- Symbol: purely conventional and arbitrary. The word "fire." A red octagon meaning stop. These have to be explicitly learned.
Icons and indices can be picked up quickly and cross-culturally. Symbols require deliberate teaching. Good game iconography leans hard on the first two and only reaches for symbols when a convention is already established. A gear for settings works, for instance, because it's been trained into players by decades of software UI.
This is a useful lens for auditing your own icon choices. If you can't point to a visual resemblance or a logical connection, you're asking players to memorize a symbol, and you should know that going in.
The Obvious Argument, And Why It's Only the Beginning
The practical case for icon-first design is localization. Every line of UI text needs to be translated, re-typeset, and re-tested in every language. Text strings expand dramatically in some languages (German, Finnish) and compress in others (Chinese, Japanese); layouts that work in English break in others. Font rendering across scripts is a genuine technical and visual challenge. A well-designed icon sidesteps most of that.
But if localization were the only reason, you could just budget for translation and move on. The more interesting arguments are about design itself.
Icons are faster than words. Reading is sequential; your brain decodes letters into words into meaning, one step at a time. Recognizing a well-designed icon is pre-attentive, happening before conscious processing. In a game where players are making decisions under pressure, that difference is real. A health icon, a resource counter, an action state: scanned in a glance rather than read word by word.
There's also an atmosphere argument. Text is metatextual; it exists outside the fiction of the game. A tooltip that says "Attack: 4" pulls you out of the world and into the spreadsheet underneath it. Icons can be designed to feel like they belong to the world, the game's own visual language rather than a manual layered on top. Every piece of text in the UI is a small reminder that you're looking at a game, not inhabiting one.
How Hexploration Is Approaching It
We're treating icons and color as a unified system, not two separate decisions. If an icon tells you what something is, color tells you what kind or what state it's in. The goal is redundancy: players who can't distinguish colors still get the icon; players who don't yet recognize the icon still get the color signal. Two cues are easier to internalize than one.
We're also introducing icons as slowly as possible. One of the failure modes of icon-heavy design is overwhelming players with a full vocabulary at once. Our approach: introduce each icon in context, where its meaning is unambiguous, and let it repeat. Repetition is the teacher. If a player sees the same icon paired with the same outcome five times, they've learned it without reading a single tooltip. We're also willing to update icons over time as we learn where players get confused; iconographic vocabulary isn't fixed, it can be tuned.
One honest acknowledgment: localization through icons isn't perfect either. Icons carry their own cultural baggage. A symbol that reads instantly in one context can be opaque or misleading in another. Our goal is to lean on icons that resemble what they represent (a flame for fire, a shield for defense) rather than arbitrary symbols that need to be culturally established first. And where we get it wrong, it can be updated. A bad icon is a much smaller problem than a bad mechanic.
The Counterintuitive Part: Friction as a Feature
Here's where I want to push back on the conventional wisdom a little.
Most writing about icon design treats any moment of player confusion as a failure. Fix the icon. Add a tooltip. Make it clearer. And that's right, up to a point. But there's a real difference between frustrating confusion and engaging mystery. A small amount of friction in your iconographic system isn't necessarily a bug. It might be a feature.
When a player encounters an icon they haven't fully internalized yet, they have a choice: ignore it, look it up, or figure it out. Players who figure it out feel something that players who were just told never get to feel: mastery. Learning the visual language of a game world is itself a form of progression. It doesn't show up on a skill tree or an XP bar, but it's there: the difference between a player who sees symbols and a player who reads them.
This is a pseudo layer of investment. If you've taken the time to learn a game's language, you've already committed to the world.
The Precedent
Think about what made early Minecraft compelling. There was no tutorial, no recipe book, no explanation. You punched a tree. You got wood. You figured out that wood makes planks, planks make sticks, sticks make tools. The discovery was the game. The friction was the hook.
Terraria worked the same way: figuring out what to craft, what enemies dropped, what a biome meant for your survival. Early World of Warcraft didn't mark quests with GPS arrows. You talked to NPCs, read quest text, wandered, asked other players where to go. The world felt like a place partly because navigating it required engagement.
These games weren't beloved despite their opacity. They were beloved in part because of it. The friction generated curiosity. Curiosity generated exploration. Exploration generated investment.
And something else happened: players talked to each other. "What does this icon mean?" is a question that gets asked in Discord servers, Reddit threads, wikis. That conversation is community, and it costs you nothing to generate it. When your game has a language to be decoded, players become translators for each other. A player who explains an icon to a new player has just deepened their own investment in the game.
The Name Itself
This isn't accidental. "Hexploration" has exploration baked into it. If players are going to explore a world of hexes, it makes sense that they also explore the language of that world. The icon system isn't just a UI choice; it's thematically consistent with what the game is asking players to do.
You don't just explore the map. You explore the meaning.
We're betting that players don't need to be told everything. They need to be given the tools to figure it out. Icons plus color plus slow introduction plus deliberate repetition: a system designed to teach without lecturing. The slight friction isn't an obstacle to enjoyment. It's an invitation to engagement.
Further Reading & Research
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Board Game Iconography: How Smart Symbols Enhance UX and Playability · A good place to start. Covers the risks of icons honestly, especially when they drift into pure symbol territory, and touches on a wide range of pertinent topics with concrete examples.
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What's That Symbol Mean Again? Building Clear Iconography Into Your Game · League of Gamemakers on making symbols legible without sacrificing style.
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Developing an Iconography System for Games · Mahtgician Games on building a coherent icon system from the ground up.
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Why Icon-Only Design Is Failing Users: The Case for Text Labels · Worth reading as a counterpoint, though I'd push back on the examples. The arguments often amount to "what if icons are used poorly" rather than demonstrating concrete failure cases. A culturally specific example with real data, like the thumbs up gesture meaning genuinely different things across regions, would have landed harder than hypotheticals. Still useful for stress-testing your assumptions.
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How to Test Digital Icons · Nielsen Norman Group. Solid piece. The key insight: recognition and comprehension are separate problems. Players might correctly identify what an icon depicts and still have no idea what it's supposed to do. That gap between "I see a shield" and "I know this means block" is exactly what good contextual introduction needs to close.
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Cognitive Load and Usability in Game Interface Design · A quick read that already speaks the language of game design. Pulls in concepts from cognitive psychology that don't usually show up in game UI writing, and applies them cleanly. Recommended.
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Game UI Design and Localization Best Practices · Technically an ad for Gridly, but functional as a high-level overview. Good for articulating why text-heavy UI creates localization debt, which is half the argument for going icon-first in the first place.
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Iconography: Your Game's Alphabet · Good read with a core point I agree with: icons should share a design language, be readable and distinct, and lean on shape, color, and pattern working together. The examples don't always land though. The Magic: The Gathering silhouettes are visually distinct but I don't find them particularly readable. The Team Fortress 2 example feels like a stretch; the stronger version of that argument would have been about grouping silhouettes by threat level or role (the skinny ones are less dangerous, etc.) rather than claiming each character reads clearly in isolation. The author's instincts are right even where the illustrations fall short.
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Iconicity: A Basic Characteristic of Signs in Game Text · Heavy read, academic paper rather than a blog post. Most of it you can skim, but the semiotic framework is the source for the Peirce breakdown earlier in this post.