Configurable GUIs was Re: [GD-Design] (GUI) Playfield aspect ratio
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From: Brian H. <ho...@py...> - 2003-04-07 07:36:11
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>To make it makes sense to let the player choose the layout of= all >status windows. I actually stridently disagree (as a generalization). I think completely configurable interfaces are a sign of lazy designers,= because instead of thinking about careful layout and optimal configuration, they force the player to do this. The player gets= a default configuration that's "okay", and they're expected to= tweak until it's ideal. Unfortunately, if not much thought has been put into the GUI= design, then achieving an ideal state is extremely difficult. For= example if you have collapsible status windows, the player may find= themselves with a completely cluttered screen because there isn't much room= to place all the status windows they may find relevant on the= screen. If, instead, a talented game designer had laid out the= information in a manner that makes the game streamlined and accessible then this= actually reduces the burden on the player. They just play the= game, instead of configuring the game constantly in order to play it. = Games are games, they should not become applications. In addition, configurable interfaces often don't go far enough,= or they have poorly defined semantics when it comes to tasks like switching between windows, collapsing/minimizing windows, etc. Console games are the masters of "proper GUI" because they have= to be intuitive and approachable to a diverse audience using a limited= controller. That's not to say all console games have great interfaces, but in my experience console games tend to have much= better thought put into their interfaces than PC games. I've had a pretty much 180 degree turn on this. Two years ago I= was a staunch believer in "ditch the layout tools, just let the= player configure it", and now I'm a fairly big believer in the other direction ("ditch the layout tools, just make it work"). I think it was Tom Forsyth that said (on another list?) something= like "the user interface can only ever be considered a= hindrance", the gist being that the more of an interface you consciously= interact with, the less ideal it is. Brian |