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> Anything that requires combining a click with the shift and ctrl/cmd keys is not going to go down well with the average user. This is part of the problem. Yo
by friendzis 5y ago
> Anything that requires combining a click with the shift and ctrl/cmd keys is not going to go down well with the average user.
This is part of the problem. Your average user at temporal point X has difficulty combining mouse clicks with keyboard modifiers. You build interface around that notion and in a later temporal point Y your average user cannot combine those at all and you have lost input mode. Your average user has problem distinguishing single click from double click. You install debounce logic, train them there is no difference between the two and lose input mode.
The web is a shitty platform for apps, because currently it is supposed to be used from at least proper PC, touchable handheld device, embedded in controlling container and in relatively near future virtual environments. Game developers have tried for literally decades to bridge the gap between PCs and consoles and mostly failed at that with both platforms being relatively static. The web being a moving target is much more difficult to fit on different device classes. Yet we try to do that and as a result are moving to the lowest common denominator.
- tehbeard 5y ago> Game developers have tried for literally decades to bridge the gap between PCs and consoles and mostly failed at that with both platforms being relatively static. For grand strategy / RTS, yeah, that's kind of a function of the complexity. Most other game genres are fairly well defined in the expected control schemes on both platforms now though.