Re: [GD-Design] (GUI) Playfield aspect ratio
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From: Mickael P. <mpo...@ed...> - 2003-04-07 09:18:11
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Erin Daly wrote: > I don't know the real reasons behind Blizzard's choice, but I suspect > it's because scanning horizontally is easier for the brain than > scanning vertically (reading left-right and all that). Please note that WarCraft 1 & 2 had a left sidebar, and thus had a nearly square playfield. The horizontal menus appeared with StarCraft. Considering the efficiency of "clicks", I don't think it's the reason, simply because hardcore RTS player never click on something else than units, they all use keyboard shortcuts. There is no reason to lose time clicking on the gui. > Interestingly, Command and Conquer had a sidebar HUD for many years, > but recently switched to a horizontal bar with their latest game (C&C > Generals). I always considered that C&C was wasting a loot of room on screen with their design. And forcing the player to scroll down in a list to find what they wanted to build was simply a non-sense... Concerning user configurable GUI, I don't really like them. Games like Diablo (1) that have fixed size panels and dynamically update game display depending of which panels are displayed work fine. You can gather things on the ground while still playing and fighting, activate/deactivate panels with keypressed... it all work fine. Recently NeverWinterNights have been doing the same, and it works quite nicely. There are some glitches, but well mostly it worked fine. An example of reconfigurable/resizable/movable windows scheme can be found in Morrowind. How it sucks !!! You can almost never find a non overlapping scheme that work correctly. It uses tabbed selections in the inventory, but even with this due to clumsy design you still manage to get lot's of items in each inventory page so you still need slider bars... that takes room in the windows thus even more reducing the usability of the whole thing. Generaly speaking, when the GUI system try to be cool, and even to think for you in general it sucks: just look Word. Some people seems to like the "intuitive help", the smart assistants, and automatic folding of less used items, and automatic replacement of :) by real bitmap smileys. A lot of people seems to first deactivate all these features because they break their work flow: If the program keep moving things around because you don't use them, you keep not finding them where they were the last time you use them :( So better _design_ a really good interaction system for your particular game, allow the use of shortcuts to access any particular thing, if you need a GUI make it nice and usable, but don't try to be very smart. In general it bites you back. Mickael Pointier |