Original Post
I read the blog of someone who comments on computer games, but often has complaints to make about their implementation. One such complaint is this:
Quote:In response I mentioned that basically DirectX and the Windows GDI just do not cooperate, but in fairness I haven't tried this or read about the subject for about 5 years now. Is this still the case - is there no efficient way of rendering them under DirectX? Is it practical to use Windows controls in games? What about the new stuff as part of .NET? And I don't suppose there's any more luck with the various Linux widget sets? My second point was that players probably don't want to see the Windows interface from within a game, but he doesn't necessarily agree. Thoughts please!
It is pretty much par for the course for game designers who know nothing about Human-Computer Interaction to throw away the style guide for whatever platform they're coding on and instead develop their own unique interface for their games with visual, tactile, and response time characteristics unique to their game. This drives me insane. Fire up Windows and move the mouse around a little. Get the feel of it. Now start up Deus Ex, or Europa Universalis and move the mouse around. It will have a completely different feel -- in Deus Ex, the cursor movement feels slippery, like you're driving on ice. Europa Universalis' mouse control feels like you're driving through deep mud; you have to move the mouse twice as fast to travel the same distance as in Windows proper. It's one thing if you've got an HCI expert on your team who is going to help you create a UI that's as good as Windows or OS X. But most smaller developers don't have that expert. So by developing their own custom buttons and cursor-movement code, all they do is make their game look more distinctive -- which may be good -- and subtly irritate all their users on a subconscious level, as various UI elements act almost, but not quite, like the elements they use in 90% of their other activities.