For example the DLF, little kitty.
Oh that´s a big one even. But I don´t really listen to the radio anyway.
I don´t even know them pop hits the cool kids are groovin to these days.
They play the pop hits for the cool kids on Nova: https://www.deutschlandfunknova.de
There was a very similar discussion in the comment section of the TWP development blog (I trust in @nor_treblog ahem treblig’s superpowers to find it).
Ron appeared to be not so convinced by such strategies like having famous youtubers involved (pewdiepie in these days was also involved in a scandal for some things he said in some videos).
What a fucking understatement!
Ahah… I really don’t remember what really happened, so I meant to be generic to not say something untrue…
I´ve seen the videos, there´s really no way around it. An a-hole an a-hole no matter how you look at it.
Though big movie companies still often have flops despite doing tons of marketing… the product usually has to be set up to be inherently popular (whether by design or by chance) for marketing to work well…
I like the idea with “living” icons but it seems more suited for a children game.
Yes, Cuphead looks very original, for instance.
We discussed the pros and cons of different UIs in another thread already. Icons have the drawback that they could be misinterpreted and that the player takes a while to guess/remember what an icon is for.
: but verbs mean I have to read! Where am I at school?!
Personally I find that to be true. It takes me a second longer to translate what an icon is for.
I think a good solution would be to have the verbs and a toggle button to hide them. For TWP I liked using the keyboard commands. One key press and one click made actions much faster. I got so used to that that when going back to Maniac Mansion I instinctively start pressing the letter keys and get annoyed that nothing happens!
Well, according to some studies, words can be read and recognized extremely faster than icons/symbols - mainly because you read a word at once, not each letter. So usability experts recommend to use words and not symbols. (Or do you know the meaning of each symbol in MS Word. ) Symbols help if you have people from different countries - for example the visitors at the Winter Olympics.
Sorry I was just speaking as the new character I´m working on tentativly named “Entitled Millenial Douchebag”.
This must have been a short thread. There’s not a lot to misinterpret about good character icons, apart from that you just don’t now them yet. Icons solve many language issues. They’re easy to grasp (if they are well done) and can be fun (sometimes text can feel more appropriate). Oh, and in spring they smell fine too.
@nihiliquest
They work in serious content as well. It depends on their personality, Do they break the fourth wall? Are they staying in their own world? How active are they? … obviously it depends on the type of adventure you’re creating and how you utalise them.
You mean, you would be like one of those zombies?
Don’t you have to read if you would like to use Whatsapp…
Uhhh, yeah…BAZINGA!!! Ahahahahahha!!!
Nope. We don’t produce short threads in this forum.
To be serious: Do you know what the tongue in Space Quest is for? To lick, to talk, to eat, to shout or all of them? There is enough room for misinterpretations. And even if you have learned that you can lick with the tongue, it’s likely that you forget this function during the game if it’s rarely used. (I know what I’m talking about. )
No. Several icons have different meanings in different languages. For example don’t use a white clown in Asia…
Ok. Then I assume that you can name the function of each icon in MS Word?