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There is a saying from game designers (e.g. Zachtronics) that the UI always has to have some element of frustration to it. The most elegant easy to use interfac
by yvdriess 6y ago
There is a saying from game designers (e.g. Zachtronics) that the UI always has to have some element of frustration to it. The most elegant easy to use interface to a game is a 'push this button to win' button. This might be one of the reasons why you still have the physical interfaces design surviving in video games, while we don't see that in desktop UIs anymore (outside some niche software).
That being said, SC2 goes out of its way to make it frustrating. They intentionally design such frustrating UI elements into the game to act as skill differentiators. For instance, a Zerg player needs to click every N-seconds on each of his queens to spawn eggs or risk getting behind. That makes SC2 overall one of the most /execution-/oriented esports, where the perfect execution of a good strategy is the largest differentiator in skill. In contrast, dota2 is a very strategy/game-sense oriented game, where the top players are not necessarily mechanically the best.
- Too 6y agoDoesn't dota2 have last-hitting like dota1?
- yvdriess 6y agoYes, last-hitting is indeed one of the more important mechanics where execution is important in DotA2. However, there are a ton of tools to stack that deck in your favor such that a weak last-hitter can still do better than a strong last-hitting opponent. Today, players try to set up the situation in their favor: lane support bullies the opponent so he cannot contest the last hit, you get certain items to have a larger last-hit window, you use abilities to secure the more valuable ranged creep, etc. There is so much that it becomes more like a chess game than a 'who can click in the correct time window' game.