As long as the buttons are easy to reach, add as many as they want. You can even have some do nothing in games that don't require them. As long as I can keep my hands in one position and not have to reposition them to reach a button, I'm fine.
Henry David Thoreau (I'm guessing that's the one you're talking about) was also probably the only person to ever perfect a cure for insomnia while at the same time being a retard, I'm looking at you, Walden.WafflesToo said:As a thought experiment I think the premise is intreguing. Not that I'd neccisarily accept a game with this control scheme but it's certainly food for thought.
Thoreau often said, "Simplify, simplify"
I was hoping a human factors student would chime in! I agree, 100%.Nutcase said:The article is ridiculous. Modes are much, much worse for learnability than a straight control-action mapping with more buttons. This is recognized in all basic UI design literature. Norman's "Design of Everyday Things" mentions, among other things, how a normal automobile dashboard has well over hundred controls and yet is usable to most people with little to no training.
I play a whole lot of modern games with a low amount of buttons. They are arcade games. Try some of them instead of asking for a complex FPS with a shitty UI.
Yes, that is why I come to the forums, the intellectual stimulation. The example given is very extreme and like most extreme examples isn't really usable but is more along the lines of lateral thinking.twcblaze said:Henry David Thoreau (I'm guessing that's the one you're talking about) was also probably the only person to ever perfect a cure for insomnia while at the same time being a retard, I'm looking at you, Walden.WafflesToo said:As a thought experiment I think the premise is intreguing. Not that I'd neccisarily accept a game with this control scheme but it's certainly food for thought.
Thoreau often said, "Simplify, simplify"
As a game mechanic, that is a good idea, but not a new one. Basically any game with an inventory screen that doesn't pause the action already does this. I do love the radial menu, which is slowly becoming more and more of a standard feature.WafflesToo said:Think farther outside the box about some of this, context-sensitivity with not one but two radial menues under your thumbs coupled with the tactical requirement of getting to a place of relative safety before accessing certain functions... could take inventory management to a whole new level if nothing else.