they told me to
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Show posts MenuQuote from: Retro Wolf on Fri 06/07/2018 19:21:52Well that would've been very useful to have before I began.
Are you aware of this module?
Quote from: Snarky on Thu 28/06/2018 11:38:22A quick Google search for me yields nothing but people asking how to program one. But that's just Google being Google. If you find so many results about people criticizing the UI style, then clearly plenty of people are criticizing and discussing it. Like what we're doing right now.
In fact, if you Google "verb coin" I find that the majority of relevant results are criticism of the UI style, or discussions about whether it is any good. So, yeah...
But even if you don't agree with that impression, I think your assumption is way too strong:
-People's expectations are based on experience: if they are familiar with a certain design they will rarely complain about it even though it is clearly inferior to alternatives
-Many adventure games have poor UIs (whether verb coin or not) â€" the standard of comparison is low
-Adventure game UIs receive little attention overall (few reviews even mention exactly what sort of interaction style the game employs)
-There are too many confounding factors (other elements of game quality, age of the game, etc.) to identify an overall trend
Quote from: Radiant on Wed 27/06/2018 15:50:37Is that true though?
We do have a thread about verbcoins every couple of months, and they generally show that using a verbcoin will prevent a substantial amount of people from playing your game. Bear in mind that AGS forum users are more knowledgeable (and more tolerant) of different GUIs than players on the internet in general.
Quote from: Snarky on Wed 27/06/2018 08:46:37I couldn't agree more.
If someone is making an adventure game where there really are custom interactions for most objects, with a huge variety of actions, or where there's a lot of specialized information to bring up about objects (perhaps you carry some kind of scanner that can present useful data, idk) then perhaps a "verb coin" or some other kind of pop-up menu/display would be warranted. Sure.
Quote from: Snarky on Tue 26/06/2018 13:25:36Yeah, you're right, relying on menus for essential functionality is a terrible idea, and results in some of the worst UI desicisons ever.
Relying on context menus for essential functionality is very rarely a good idea. (An application where you had to right-click to bring up a context menu for everything you wanted to do would probably be a terrible UI, too.) As shortcuts they can be fine.
Quote from: Snarky on Tue 26/06/2018 13:25:36Yeah, because the verb coins ALWAYS has to be huge. And we can't go covering up the things we clicked on, because otherwise we'll have no idea what we clicked on with our ultra short memories! And as we all know, it's utterly impossible to place a verb coin slightly off center. It always has to go directly over the thing you clicked on. Yep, there's just no way to solve any of the complaints you have with verb coins. And they're definitely 100% valid complaints
They typically take up far more screen space, for example, and usually cover up the thing you clicked on.
Quote from: Snarky on Sun 24/06/2018 14:23:22The Verb Coin is not a terrible UI. What makes it terrible in most cases, is having to hold in the left mouse button to make it appear. It should appear as soon as you click on a hotspot.
Well, this proves what I've always said: verb coins are a terrible UI and should never be used!
Quote from: ManicMatt on Sun 24/06/2018 23:42:28Don't worry about it too much. This is a forum for Adventure Game enthusiasts. We're all a bit elitist when it comes down to the simple things.
This is making me worry, my current project uses the verb coin. I didn't realise there was so much dislike for it. But I would struggle to replace it even if I decided to change it to something else.
I was planning on having a text box pop up explaining how to use it, at least.
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