Tuesday, January 11, 2011

On Wargame UIs

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.

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