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by doodliego
2621 days ago
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Solid write-up of the issue. Videogames (among others) are a prime offender with this. Every game has to invent a whole slew of overly designed and difficult to decipher icons, but a game is often something you move on from quickly and on to the next one. Forcing users to learn a whole new language so your art directors can feel special is terrible. |
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Each and every videogame has a lot information to learn about it. Game mechanics, interactions, that sort of thing. Games are wildly different in these aspects, so why would icons of all things be worth nitpicking here?
Since games are so different having unique icons makes total sense, since I can associate them with whatever unique mechanics of the game.
> a game is often something you move on from quickly and on to the next one
For you, maybe. I have 1400 hours in dota, and almost 1500 in tf2. Over time as one gets acclimated to a game, having icons is really helpful for quickly scanning/displaying information, etc.
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Videogames have the problem of needing to visually display a lot of data, and needing to have good menus to traverse among its information/mechanics. Some games have really bad menus but I can't recall icons being the main issue in any of them. A bad menu is almost always one with options in confusing places or hiding a commonly-used option behind 4+ clicks, etc.