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Showing posts with the label interfaces

Bad Interface: Civilization IV

The game: Civilization IV The background: Numerous times over the course of the game the player is asked to choose from a list technologies that determine the units and improvements available in play. Certain items on each list are emphasized through the addition of the word "recommended" right next to those items. The problem: The placement of the word "recommended" next to particular items introduces a bias toward those items. This is fine for new players, but for slightly more experienced players the game's recommendations can become an obstacle to uninhibited choice. After all, if the player thinks the game has selected the best of all the available choices, why should he pick anything different? This kind of player lacks the experience necessary to make the best choices on his own, and the game's interface hinders the player's acquisition of such experience by interfering with the free exploration of the game's technology tree. The solution: ...

Bad Interface: Dragon Quest VIII

The game : Dragon Quest VIII The background : In a battle against a group of monsters, a player who wishes to attack has to first choose the "attack" option from within the game's "fight" menu, and then pick whichever monster is the player's intended target. The problem : Once the player has defeated every monster except for the last one, the game no longer waits for the player to pick a target. The reason that's a problem is that the player, having become accustomed to performing two actions for each attack, is now required to adapt to a different mode of operation where each attack requires only a single action. A player who presses twice on the action button while expecting a single attack will be surprised to find out that he's actually chosen to attack twice (once for each player character). The solution : Have a consistent interface that requires the player to always pick a target for his attacks. Avoiding inconsistencies is more important th...