Found via brokentoys - how hard-core wargames actively alienate potential customers through having painful UI.
Here’s another example: this is the control panel that you use to control units in Norm Kroger’s Operational Art of War III:
So in the world of TOAW, “Next unit” is as important as “resolve battle” which is as important as “show/hide hex grid” which is as important as the twenty-five other miscellaneous options, some of which you will never use. It is to weep.
No comments:
Post a Comment