The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Turn-based games should have prompts checking if you really want to end your turn.
Case 1: Etrian Odyssey
There should be a prompt for your last party member if he's using the Defend command. Heck, there should be a prompt after you've input commands for all party members.
Case 2: Front Mission 5
Sometimes your wanzer (the game's term for a mech) has its attack or backpack disabled by an enemy. Normally the commands available to you are Attack, Repair/EMP (depending on backpack) and Finish, in that order. Most of the time I'll be using the Repair/EMP command so I'll just instinctively press down and select it. When your attack or backpack is disabled however the relevant command simply disappears, so pressing down and then selecting causes me to finish the turn without doing anything. It's especially annoying when this allows the enemy to destroy one of your wanzers the next turn because it couldn't get a repair.
Meanwhile if you're selecting a weapon to attack with they'll show you all the weapons the wanzer has and black out the ones that can't be used (not having ammo or the arm it's mounted on has been destroyed). I really wish they'd done this for the previous scenario as well.
Because something that will be used 0.1% of the time and adds an extra level of relatively useless route activity is generally not considered a good idea to include?
I'd say it's probably just bad interface design if you can end the turn accidentally with any sort of ease. It would be equally bad if you had a prompt annoying you every time you wanted to end it, though.
Probably something where you have to hold down the button for about a second to end the turn would be fine; like starting certain activities in Fable 2 for instance.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
I think interface consistency is the issue at hand. Having a consistent interface means that you can familiarise yourself with it and do whatever you want very quickly with minimal mistakes. Chrono Helix's example is that of an inconsistent interface - one where options change position depending on circumstances - which makes doing stuff right very slow and mistakes easy to make. There should be prompts built in depending on the specific circumstances of a game - for example, a turn based strategy game should really always prompt you if you hit end turn if you haven't yet moved all your units. If you've done everything that can be done that turn then there's no need to prompt, if there's a chance you've forgotten and off-screen unit then a prompt would be very much appreciated.
Similarly is changing the functions of buttons on a console control pad, worse when they switch them around to do opposite things - so for example, sometimes B will cancel a choice and sometimes it will confirm it. or even just plain deviation from the norm (using a non-standard button for confirm and cancel).
As ever, the mark of a successful interface design is one which the user doesn't notice and doesn't get annoyed at. So whether it prompts you or not isn't the issue so much as whether the user either feels the UI is making it difficult and slow to get things done or is responsible for causing mistakes or not.
Posts
Perhaps a series of questions to make sure you can't end your turn while drunk, so you don't wake up the next morning to a big "GAME OVER" screen.
Also a signature from two witnesses, one of which must be a respectable professional.
that's the stuff of nightmares
Probably something where you have to hold down the button for about a second to end the turn would be fine; like starting certain activities in Fable 2 for instance.
Similarly is changing the functions of buttons on a console control pad, worse when they switch them around to do opposite things - so for example, sometimes B will cancel a choice and sometimes it will confirm it. or even just plain deviation from the norm (using a non-standard button for confirm and cancel).
As ever, the mark of a successful interface design is one which the user doesn't notice and doesn't get annoyed at. So whether it prompts you or not isn't the issue so much as whether the user either feels the UI is making it difficult and slow to get things done or is responsible for causing mistakes or not.
The questions, or waking up to "GAME OVER?"