Archer, I understand you're trying to punch holes in the information I'm providing in an attempt to see more of my side or try to deflate it to assist your opinion. I'd rather find time for constructive conversation than defensive posting, the thread as a whole will benefit more. Could you take the time to consider assisting in that endeavor instead of impeding? ^_^
As I just replied in my previous post, there are pros and cons to each decision. It's not about which idea is right or wrong. I hope we can agree upon that.
When it comes to core gameplay interfaces, it's not truly something that works to make optional.
If it were my call, it's extra work for the team for minimal benefit in terms of the time invested. If we made an exception for this, we'd have to consider optional settings for many of the interface settings all over. "Why are you able to move Option A but not Option B? That doesn't make sense!"
Let's say I'd be on the team with this call... there are two ways to handle this in a typical situation in my eyes. First is to allow for a completely configurable interface which the userbase can efficiently work around themselves. (Think about the customizable interfaces of MMOs for example) This is already allowed by means of custom games but in terms of a competitive game, limiting the variables is a must to ensure that the person who won the game involved "100% skill" and not a better interface. When you allow ANY change to the interface, even something as simple as moving a health bar on WoW, it can significantly change the way a person plays the game... in many cases, simplifying it. This is one of the largest gripes of pvp on that game in terms of balanced gameplay... Many people believe (rightly so) that any change to the interface is an inbalancing factor that deviates the reliance on skill for a win.
The second choice which I'd proceed with is to make an interface that can be uniform. This interface is one which all individuals will have to master. By creating a uniform interface, it reduces the variables that can contribute to a win and a loss. The ultimate goal by this mentality, IMHO, is to allow that the end of the game, a person can't say "You won because your interface is better suited to you than mine". The end result would allow a person to walk away knowing that the only variables involved were skill, choices and unit balance. And the latter of the three is something that could eventually be fixed.






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