That was a really low blow considering the key binding issues I had with ori on the pc, if he followed those ideals there wouldn't be a need for the best played with controller screens either on pc.
Maybe a quick double tap would be the solution.Yeah, I hate that it's becoming so prevalent.
Avenger's has it, but thankfully you can use the d-pad to select things in at least some of the menus, like how a console menu SHOULD control like.
Unfortunately Avenger's is full of that.
Why can't I open chests right away? Or push buttons right away?
I'd much prefer games just make the button press immediate and maybe include a 2 second timer afterwards to cancel it, at least then the feedback from the game would feel better, even if you're still waiting the same amount of time.
Holding a button down to select things or dp tiny tasks never feels good to do.
Why do have to be so toxic every time you have some criticism about a game from another developer ?Well, I'm a dev and I think this shit is lazy. Remember how shitty MP3 players were before the iPod came around? User Interface matters a great deal. Of course you can just try to shoehorn whatever stupid thing apparently works on some other platform, but good design means that you ensure that the hardware and the UI works hand in hand. Slapping a Cursor into games that people play with controllers is just sloppy and never resulted in great game feel.
What is even weirder to me is games like Destiny 1 that didn't even have a PC version but still did that shit anyway.Well, I'm a dev and I think this shit is lazy. Remember how shitty MP3 players were before the iPod came around? User Interface matters a great deal. Of course you can just try to shoehorn whatever stupid thing apparently works on some other platform, but good design means that you ensure that the hardware and the UI works hand in hand. Slapping a Cursor into games that people play with controllers is just sloppy and never resulted in great game feel.
Would love to see the data of that research, cause a lot of research that gameDevs get is just really dumb. I remember on Ori we got a bunch of User Research feedback from people that wrote into their little dataSheets that they never played on a console or held a controller in their hands before. Well, duh, of course things like that might feel better to them than to people that are well versed with controllers.
You can't just trust data. There's a lot to gamefeel that you'll never get from user research. You have to KNOW what feels right and what doesn't. Look at the data here - the overwhelming majority voted for "I HATE them."
I personally couldn't agree more with the OP, this stuff just FEELS terrible. It's a PC User Interface that's IDEAL with a Mouse, but fairly cumbersome with a controller. It's sort of the easy way out for designers... "Hey guys, we have this really complex interface that'd work well on a PC with a mouse, but it'd be a pain in the ass to streamline it all so that it's also perfect if people play with a controller, what do we do?" "No problem, just implement a CURSOR! Job's done, who's in for Pizza?" -> There's a REASON why RTS games suck on consoles and it's this.
Also, this:
...makes me wonder if you're one of those folks who just generally feel that PC controls are better than controllers. Usually people with that attitude just try to shoehorn PC stuff into console games, cause 'the PC is doing it better anyway.' - But that really just means that you didn't want to do your job. If you ship your game on PC and console, the goal is to make sure that the UI works perfectly towards the strengths of both platforms instead of creating this awkward imbalance. Clunky UI can easily ruin an otherwise great game - So I'd approach this subject with a little more caution.
By the way, there is a GDC presentation from Bungie about UI and free cursor in Destiny.
Data may not be the end all be all of decision making, but its absolutely crucial to have when making design decisions and having worked with countless developers on data acquisition, my biggest observation is that sometimes people mistakingly rely on acquiring user data with no proper research or marketing methodology or do not dig enough into the data reliability of their external partner doing their data gathering.
Even in games where it's optional like Miles Morales it's terrible. I use the stick to navigate the UI and the cursor there was annoying and sluggish and terrible for a controller. Don't kno what kind of research that suggest this is "better" tbh, must be the same that's telling them to turn every game into Destiny and Fortnite.I haven't played any games with it so I don't have an opinion but I imagine I'd hate it
I saw it in ports of PC games. It seems some studios don't want to make a different interface so the middle ground is that PC gamers are a priority. It's really not easy to adapt a game UI designed for a mouse to also work well with a controller if it wasn't designed from the start that way. There has to be compromises somewhere.
If they don't isolate the target market correctly in the research, it can lead to this kind of mismatch. You can find research reaching an opposite conclusions if the sampling is the wrong one for your market, despite being scientifically correct by being as broad as possible.Seeing this thread leads me to believe that research may not be all its cracked up to be.
Destiny's UI is actually super simple to set for non cursor UI, you start on Class Spec, Press right and it takes you to helmet, press down you go to Weapon 1. On any item press A to enter the UI and navigate into your gear for there, press A to swap. B to reverse menu.Well let's take a look at the character screen in Destiny for a moment and try to understand what it would feel like to navigate it with a d-pad, in terms of it being more or less intuitive for the average player. Jumping from the left to the right row would require different amount of inputs because stats are blocking the pathway for the top three gear icons, not to mention a fixed default position that might deviate from the players intentions (cursor always starts in the middle highlighting nothing). Switching classes would possibly mean that you have to press up or down because the icons are not placed in a horizontal line, yet their overall placement is to the direct left of the class icon. Highlighting things such as the glimmer/shards/light or the screen tabs means that you have no idea where the cursor will start out when you move into those rows because they are not in line with the overall interface. These are just minor things that anyone would eventually learn to handle with a d-pad but in terms of being intuitive (and possibly more practical) it's highly questionable if d-pad would be the preferred option with the interface that is currently on display.
And yes, they could of course re-design the entire interface to cater to d-pad usage, but then it would possibly compromise a lot of its aestethic qualities and I think we all can agree that Destiny looks incredible in this regard. It has after all won awards (outside of the gaming scene even) for its interface, both in terms of visual style and intuitiveness. If its only crime for using a cursor is being a bit slower then I think we can all learn to live with that.
It works in the context of an in-game action that would be traditionally associated with button mashing, but menus or basic stuff like chests/looting should be chucked.
Research shows it is a far better, more intuitive, more easy to understand, and more easily compatible with more accessibility accessories UX than whatever games generally tend to have. :) It may not feel very console-like, but that's for the better.
That's really cool, didn't know that. Would be cool though if games could implement a toggle for those that prefer one way over the other though.Research shows it is a far better, more intuitive, more easy to understand, and more easily compatible with more accessibility accessories UX than whatever games generally tend to have. :) It may not feel very console-like, but that's for the better.
Maybe it's to save development cost since you can use the same UI for PC ?
BTW some old games also did this: