In the way I described it (i.e., as implemented in Full Throttle/MI3) those problems are (hopefully? ) avoided because click, move, click
and click & hold, move, let go
execute the exact same action. The latter just happens to be slightly faster if you’re comfortable with it.
Perhaps I used the wrong word when I said “hold.” I mean something much closer to “flick” or “swipe.” The point is that you don’t let go of the button while you do so. You can hold for minutes at a time if you really want to I suppose, but then it would be much more convenient to just click, let go, and slowly ponder your next action before clicking on it.
It’s like how the right click menu typically can work in Unixy environments, but in Windows only the regular left-click menubar does.
I actually really like .
instead of something like left click, right click, escape or space, and it’s for precisely that reason. There’s no accidental skipping when you mean to pause for example. Far too many games have escape for pause/menu and also to skip. Which is pretty much only fine if it brings up a skip/continue menu like in Deus Ex: Human Evolution. You also avoid any accidental skipping due to clicking, for example because of how it works in Delores. In Ace Attorney for example I’ve regularly been skipping dialog only to accidentally execute some random action afterward depending on what was under my nail/stylus.
The TWP interface is superior to most adventure games I’ve played in the past two decades because of QWE/ASD/ZCX and .
, and properly listening to arrow keys+enter in dialogs.