Configurable GUIs was Re: (GUI) Playfield aspect ratio
Brian Hook <[email protected]> Mon, 7 Apr 2003 00:35:59 -0700
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <20034703559.788760@centrino> |
>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
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