4 ms·
First rule of game design: players don't read things. Not on the screen, and certainly not on a cabinet - it's not the user's fault you put instructions in text
by mrspeaker 11y ago
First rule of game design: players don't read things. Not on the screen, and certainly not on a cabinet - it's not the user's fault you put instructions in text format in a place that wasn't even the screen!
- TeMPOraL 11y agoThis is bullshit. Somehow, the games made 20 years ago didn't know this rule and were totally fine. We're training people to be stupid. You can't reasonably expect that a complex program will be perfectly usable for the newbie from the get-go, and trying to assume that only makes the problem worse for the future.
- teddyh 11y agoI’d like to agree with you that games 20-30 years ago were unashamedly complex and were the better for it, but maybe they were made for a different audience, i.e. the small percentage of people who had invested in a home computer in the first place. Also: “In fact, users don't read anything.” http://www.joelonsoftware.com/uibook/chapters/fog0000000062.html http://www.joelonsoftware.com/uibook/chapters/fog0000000062....
- ygra 11y agoNot only of game design. People never read things that they don't expect or want to read. Message boxes are wonderful in this regard. Users trained themselves to dismiss those without ever reading them. Usually Cancel or No will close the message box and destroy nothing. Heck, I frequently even see people getting annoyed at message boxes that have a little □ Don't show this message again checkbox without ever noticing that they could get rid of them forever. Simply because they won't read.