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	<title>Comments on: When is it okay to be confusing?</title>
	<link>http://www.heimburg.com/blog/2007/07/31/when-is-it-okay-to-be-confusing/</link>
	<description>A developer's perspective on development</description>
	<pubDate>Thu, 28 Aug 2008 11:19:47 +0000</pubDate>
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		<title>By: Nikos Beck</title>
		<link>http://www.heimburg.com/blog/2007/07/31/when-is-it-okay-to-be-confusing/#comment-232</link>
		<author>Nikos Beck</author>
		<pubDate>Thu, 02 Aug 2007 18:17:52 +0000</pubDate>
		<guid>http://www.heimburg.com/blog/2007/07/31/when-is-it-okay-to-be-confusing/#comment-232</guid>
		<description>There are times when instructions make things harder to understand. On the "Indie Gamer" focums I started a thread about "select player" screens. One person suggested "click on a name to edit the name" which is logical except it's extra text on the screen that can be learned by the player. When hovering on a name in the list, add a blinking cursor. The player can start typing and see that the name is being edited. In many cases there are intutive clues that can replace dialogue and text.

I plan on my games never being so complex as to need a paper clip as an assistant.</description>
		<content:encoded><![CDATA[<p>There are times when instructions make things harder to understand. On the &#8220;Indie Gamer&#8221; focums I started a thread about &#8220;select player&#8221; screens. One person suggested &#8220;click on a name to edit the name&#8221; which is logical except it&#8217;s extra text on the screen that can be learned by the player. When hovering on a name in the list, add a blinking cursor. The player can start typing and see that the name is being edited. In many cases there are intutive clues that can replace dialogue and text.</p>
<p>I plan on my games never being so complex as to need a paper clip as an assistant.</p>
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