Mandemon wrote:Simple interface is pretty much first thing you design. You want interface to be something player can use. Simple game can have complex interface. Complex game can have simple interface.
True - a simpler* interface that does the same thing
is better than a more complex one. The question is, what can the design do
*Assuming that simpler also means more efficient. Hitting a button 3 times to step left and 5 times to step right is very simple, but still horribly bad. This is the kind of thing you get with nested radial menus - simple, but cumbersome.
To me, it's simpler and
more efficient to press M for map and J for journal. Not right trigger, stick-southwest, release trigger for map and right trigger, stick-north-by-northeast, release trigger for journal. 360 controls are often more complex
despite using fewer buttons.
Let me put it another way.
If you design a game to be played with one button, that limitation is going to inform the entire design. In fact it will restrict
the entire design. The game either has to be simple, or the interface has to be cumbersome. That's the bottom line.
According to that article, XCom's interface is far from cumbersome.