Tango conference 2008 - Tomasz Stachowiak DDL talk

Bill Baxter wbaxter at gmail.com
Wed Nov 19 02:18:01 PST 2008


On Wed, Nov 19, 2008 at 7:10 PM, Saaa <empty at needmail.com> wrote:
>
> "Bill Baxter" <wbaxter at gmail.com> wrote in message
> news:mailman.14.1227086510.22690.digitalmars-d-announce at puremagic.com...
>> On Wed, Nov 19, 2008 at 3:58 PM, Saaa <empty at needmail.com> wrote:
>>>>> One last simple thing: In the Molly Rocket talk about immediate-mode
>>>>> guis
>>>>> a
>>>>> comment is made
>>>>> about some games not holding true to the convention that releasing the
>>>>> mouse
>>>>> away from the
>>>>> clicked button will not result in button click.
>>>>> ...
>>>>> 3. faulty clicks are not that damaging
>>>>
>>>> Oops, I just used my one-time super awesome buff trinket that I was
>>>> saving for Kil'jaeden _when I was fighting a trash mob_.
>>>>
>>>> It might not be damaging to your computer or data, but it can sure be
>>>> frustrating in the game ;)
>>>
>>> Well, I mentioned it as an indirect poll :)
>>> So, you'd rather have the conventional buttons ingame?
>>> And, which were the games in which the unconventional way was actually
>>> frustrating you?
>>
>> I strongly disagree with the notion that good usability principles in
>> a "game UI" somehow differ from usability principles that apply to
>> "regular UI".   UI principles are universal.  It doesn't suddenly
>> become ok to throw UI principles out the window because the interface
>> happens to be used for shooting little digital green space aliens.
>> It's still an interface, and a human still has to use it.   And,
>> really, gamers are some of the most sensitive people in the world when
>> it comes to UI.  Ever heard gamers griping about how the graphics of
>> some game are nice but they threw it in the dustbin after a day
>> because the controls are too sloppy?
>>
>> --bb
>
> I strongly agree with the notion that good usability principles in
> a "game UI" somehow differ from usability principles that apply to
> "regular UI".   UI principles are not universal. It doesn't suddenly
> become ok to not think about UI priciples because the interface
> happens to be used for shooting little digital green space aliens.
> It's still an interface, and a human still has to use it.   And,
> really, gamers are some of the most sensitive people in the world when
> it comes to UI.  Ever heard gamers griping about how the graphics of
> some game are nice but they threw it in the dustbin after a day
> because the controls are too sloppy?
> :)
> Seriously,
> I just asked whether you'd always want that kind of button behaviour
> or that some situations (like certain games for instance) require a
> different principle. I said that speed might be a reason to do this.
> I think you vote no :)

Uh, yeh.  You guessed right.  I vote no.   :-)

--bb


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