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  1. #10
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,123
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    90% of the game's prompts are detrimental.

    In software, we use prompts not to assist users in what they are doing, but to avert them from what they are not. It is less about what they want to do, and more about what they don't, and what the consequences of are if they do the thing they didn't want to do. A good example is a program that asks you if you want to save your unsaved work when you close. That's really important and really consequential if the user thinks they might have saved but did not. Inversely, you wouldn't, for example, need to prompt the user for every time they want to give an item to a retainer to hold, because the consequence of this being an accident are minute.

    Most of the prompts in this game, there is absolutely not even an inconvenience if they pick the wrong option, let alone a lasting consequence. The prompts are terrible, though honestly UX is FFXIV's biggest weakness so it kind of just goes with the territory. The team needs a dedicated UX designer to comb through the whole product from start to finish. You really can't just have your game designers be trusted with this. It has to be someone well versed on psychology, system intention, etc.
    (3)
    Last edited by Esmoire; 12-30-2019 at 09:22 PM.