"
eddys...@hotmail.com" <
eddys...@hotmail.com> writes:
> On 24 mei, 10:52, Pelle Nilsson <
krigss...@pelle-n.net> wrote:
> Sure about this ? Cards are perfect as containers for various player
> options and actions and playing a card or cycling through a card deck
> is a concept that needs no explanation, they don't take up a lot of
> screen space when stacked, etc.
>
> What would you replace it with ?
In some cases the use of cards is obviously due to production costs
rather than function, as in Fields of Fire (if they keep the terrain
areas in the digital version card-shaped rather than squares or
irregular areas/points I will cry; likewise if they visualise hills as a
stack of cards/tiles like in the card game).
When you have a deck of cards you draw from to resolve actions, like
again Fields of Fire (or Up Front, and many other games) the cards
contain a lot of information not relevant for the current action, and
the fact that drawn cards modify the probability of future success is
most often an unfortunate side-effect. This type of deck there is no use
to replicate in a game, so I hope there is no hint of its existance in
Fields of Fire.
Not sure when they would be very good, except when simulating a
particular boardgame. If you want to give the player 7 different actions
to choose from in his turn, surely there are often better ways? Maybe
mark them on the map, and/or as a row of icons somewhere... like the
ways you normally highlight available options to a user on a computer?
Or at least no need to shape them like cards, unless that by chance
happens to be what fits the game screen in the most optimal way.
> It's funny, but the reaction of people seeing they rolled snake-eyes
> is a lot different from people getting a "your attack was
> unsuccessfull" message.
I agree rolling well is great fun in a boardgame, but I never felt ANY
of that on the screen, and I heard that from others as well. Saying only
the result is enough (and preferably some animation).
A big difference is that in a boardgame you know all the mechanics and
have to calculate the target number, see all the possible outcomes in a
table etc. On the screen, at most, you know a target number.
The combination with physical dice and a webcam might work. :)
> To a certain degree this is true, but I just need to take one look at
> the convoluted way many pc wargame UI's are designed to make me prefer
> the simple, almost boardgame like, "click a tab to open the
> reinforcement/production screen" approach - i.e. show a different part
> of the board if you like.
I'd prefer if as much as possible, preferably everything, was rendered
in the same window without screen switches or dialog windows. A shortcut
key to switch between two screens is ok I guess (like switching to the
2d map view in a first-person shooter), but that is as far as I would
like to go (but lots of reinforcements in a long game might be difficult
to display without a separate screen, unfortunately).
Displaying information in the main window rather than separate (dialog)
windows has been the norm in all other genres of games, and most
applications (and in particular mobile apps) for at least the last 10
years. It's something boardgames are not good at either (unless you
think obscuring stacks with information markers is good), so an
opportunity to make good use of the new medium, instead of just
replicating boardgame components on the screen.
--
/Pelle