My 2 lonely interface complaints
1. I don't mind a click-drag method of movement, but there is a serious lack of gui feedback when doing so. When i click-drag, i feel like i lose a point of reference as to where i am actually dragging. Walking to the left and then dragging to walk to the right simply doesn't feel naturally and controlled as much as it feels like a tiny bit of guesswork as to when mr brush is actually going to do what i want. I would have much preferred a diablo-style system that keeps the mouse cursor visible. As for camera shifts when moving from one scene to another, the mouse cursor could simply be moved to its new relative position.
2. Dragging an inventory item to a combination slot results in an animation as the item settles, during which mouse interaction with the rest of the inventory is disabled. Having to wait until that animation (1 sec or so) before i can click/drag the next item into the next slot is absolutely unbearable when you're trying multiple combinations. That makes for something like 3 or 4 seconds of plain waiting for every combination you want to try. I have NO idea why this restriction is in place.
These two issues are the only things that keep me from losing myself in the game, reminding me over and over that there is a certain lack of finesse to the UI. It really drags the package down more than it has any right to.
2. Dragging an inventory item to a combination slot results in an animation as the item settles, during which mouse interaction with the rest of the inventory is disabled. Having to wait until that animation (1 sec or so) before i can click/drag the next item into the next slot is absolutely unbearable when you're trying multiple combinations. That makes for something like 3 or 4 seconds of plain waiting for every combination you want to try. I have NO idea why this restriction is in place.
These two issues are the only things that keep me from losing myself in the game, reminding me over and over that there is a certain lack of finesse to the UI. It really drags the package down more than it has any right to.
Sign in to comment in this discussion.
Comments
My guess is it discourages people who randomly combine every item in their inventory instead of thinking.
If this is the case, i feel i'm not a fan of games that decide when and how i'm allowed to have fun with them.
Sounds like Monkey Island's core audience to me. How will we know flugelherons are possible if we don't try?
It may be a limitation in how our UI code is written. I'll look into it for you, though. I don't know if that stuff is too solidified for a difference to be made this late into the game, but it's worth investigating. Thanks for bringing it up.
http://www.telltalegames.com/forums/showthread.php?t=11576
http://www.telltalegames.com/forums/showthread.php?t=8586
http://www.telltalegames.com/forums/showthread.php?t=11463
http://www.telltalegames.com/forums/showthread.php?t=10140
Great to hear that the UI stuff could be looked into. I think it would lift the inventory management quite a bit with a little bit of UI parallelism.
pssst. you can use wasd or the arrow keys instead of dragging. makes life a lot easier to use wasd with your left hand and your mouse with the right!
THIS. I miss that.
No offense meant here, but...
How do you know that it is NOT being looked into?
Jake, our Main man on the MI boards, comes in and posts in one very well presented, and well thought out thread about issues with the UI, just because he doesn't respond to those other threads, doesn't mean they aren't receiving their due attention.
It maybe that the people looking into the sound don;t have time to , or merely just don't post on the boards. It coudl be the fact of the error was on the end of the company they get to do the recording and without re-recording the dialogue they would be screwed. It could be that Jake can effect the UI and get an answer, where he doesn't know sound
Seriously dude.
TTG does a lot of good, and listens to the fans.
Let them do their thing.
Get off your soapbox for a minute and stay a while.
repeat after me.
"In Telltale we Trust."
that
But yeah, Telltale are the best games company, period. I don't even think of them as a games company. I think of Telltale as a loving old person baking lovely pies for us to enjoy. In fact, Telltale have had their fingers in all the best modern adventure game pies. I kind of just don't want to touch a pie unless it's had a good fingering from Telltale. I know I'm taking this analogy too far, I just can't seem to stop
They really care what we think.
I bought Sam&Max season 1 for the Wii when it first came out as a full release.
I didn't realise that it was TTG that had made it. I never even looked at TTG's site until ToMI. Now, because of their superb customer service, and great care and love for their product, I own nearly every game they have.. or I will own them soon.
And I'm fairly sure, if you take a moment, That somewhere in EVERY thread about the sound SINCE S&M 1.1 (since you brought it up) that somewhere, some when it was noticed.
The OP's point was about THIS game and it was something that hasn't been raised at EVERY episode, as you say. so It's fresh to the team and they can approach it.
if you are right and it has been since the very first game, to continually Flog the dead donkey by throwing it in their faces at every turn isn't going to get it done any faster.
Now lets just drop it and move on.
Not fixed yet.
Not dropping it.
If we stop talking about it, they'll have no reason to fix it.
Do what you want whenever you want!
Please note that i'm not talking about TOMI but in a more general way.
Did someone play "Hollywood Monsters"? it is a really frustating one... but it reminds me of the good old times!
Oh, and puzzles should be occasionally frustrating, but always logical.
My complaint is simple; the inventory gui is unresponsive and frankly wastes time on fluff that frustrates rather than enrich. If you have to choose between a responsive UI and a cool animation, you go for the former and try to seamlessly integrate the latter.
My fault. My apologies.