Hoooooboy. Here we go, this'll be a fun infraction!
And a DLC extra screen makes it less simple, less familiar and more cluttered.
In what world? The DLC CSS only comes up when you call it. Were it scrolling, the "there's more stuff over here" arrow would get in the way of the entire left/right/top/bottom/ of the character display until you centered the screen. And that's
if you know the layout! Why complicate the selection process when you just want an on-disc character, especially if one happens to be in the middle position of the roster. Cool, an easter egg hunt if I want to play Dedede or R.O.B.! Boy, good thing it scrolls, I might actually be able to locate my desired character in less than a second, and that's just too fast! Only hedgehogs can handle that!
I think that if DLC is in, we may simply see the layout change when DLC characters are added. Really we don't know, as it depends on both the size of the final roster and the number of DLC characters planned.
That would be
awful and
confusing. "Hey, it said I just unlocked Ridley!.... Where is he?" versus the separate DLC CSS "Oh, I downloaded Ridley, lemme click this and.. There he is! Let's rumble!" It's faster to navigate and easier to organize. You can't use the touch-screen to navigate the CSS on the 3DS, so you'll have to scroll through 20+ characters via the D-pad, versus being able to either decide "I want to use DLC" or "I want to use an on-board character". You're right, though, instant information is terribad. :\
This is just a non sequitur.
It's a design philosophy that proves itself time and time again. Simpler and more direct is
better.
Ok, there are 400:240 pixels. And the number of rows and columns is not 5:3. There are borders too which only appear between columns, and not at the left or right. The name bar at the bottom effectively acts as a border between rows.
You're right, the slots are evenly distributed on the screen. However, it also shows that it makes sense and can all coexist on the same screen with minimal losses of quality. A loss of a pixel on either edge is by no means a dealbreaker(and the black edge of the screen on the 3DS serves as a border in itself. Also, there
is a border on both left and right already. It's 1px, which is quite noticeable when using black.
If the column separators are 2 pixels, then the ratio should be 65:60 in terms of pixels (6 icons x 65 pixels + 5 column separators x 2 pixels = 400 width). The height would be 240/4 = 60.
Why are you looking at the columns as independent units? They're designed as part of each fighters' cell. Each CELL is uniform in design and size. There is such a thing as negative space, you know!
That's a ratio of 65:60, or 13:12. I don't know why you keep saying 5:3 and 16:9 over and over.
I got 5:4 on the measurements of my cells. The overall isn't terribly important so long as it's reasonably approximate. 5:4 on a 5:3 is fine. 16:9 on a 5:3 is
not.
What this has to do with anything, I don't know. My point was just that they're not using the same icon shapes.
Stating simply that one does not simply design for 5:3 the same as one would for 16:9.
What the hell are you talking about? The Wii U version isn't taking up the entire screen for the roster, so the resolution is irrelevant. I simply measured the box on CSS and it's nowhere near 16:9. It's approximately 4:3, like I said.
Again, what the hell are you talking about?
My point is that because of the extra space available they can do a bit more with the CSS, and thus looking at the CSS on the Wii U is actually
detrimental when trying to determine roster size because there are more variables that come into play.
Nothing I said implied that they should use 16:9 proportions on the 3DS, or use the same pictures pixel for pixel or something like that.
That 8x6 layout is readable for me but 1. fitting player tokens on cells becomes a lot harder 2. some character names are longer in different languages and 3. not everyone has as good eyesight and 4. Sakurai likes menu design and the 3DS poses a challenge - either make the boxes too small to look great, or make it scroll. I think he would prefer scrolling. Horizontal scrolling would be easy and intuitive to do using the L & R buttons, it would keep the character boxes looking nice, and it would allow the exact same layout as the Wii U.
Allowing the same layout as the Wii U is something that would appeal to Sakurai as well, since if he puts as much thought into the position of characters as the people in here are doing, it's a lot easier to not have to do it twice or come up with a unified character order that works on both.
Your words. "We'll use the Wii U CSS layout for the 3DS! It'll just scroll! It'll be neato, I promise!" Each CSS, and indeed each element in a design needs to be unique and work differently for the medium upon which it's presented. That's why Windows 8 is utter and total garbage that is just now starting to try and pull itself from the landfill by acknowledging that, holy crap, maybe ditching the desktop experience on desktops
wasn't a great idea. They forced a unified design across platforms that had
no business using that design. Gee, desktop power users don't care about Metro? Why I'm shocked! Tableteers love it, so why don't desktoppers? /tangent
My point is that the 3DS leaves no extra space - the layout was clearly chosen simply to use the entire space while keeping the icons at a reasonable size. The Wii U CSS, however, has plenty of extra space. They could've changed the proportions if they wanted to, or made the roster grid taller (making room for 5 rows) or whatever if they wanted to. Thus the Wii U CSS is a much stronger indicator of the roster size.
No. It. Isn't. The 3DS having less space to display the full roster makes
MORE sense to look at
BECAUSE it has less space to deceive with! Remember how Brawl final speculation was complete nonsense? It was because the UI could shift and change as new characters were unlocked, and the roster was simply not big enough to take up the entire screen. Yet it was all presented on
a single screen. The 3DS, keeping everything on a single screen, allows for an approximate guess at roster size
because they have to use every last pixel. Which means the 3DS is better to speculate on because we have less variables to deal with. Unless Sakurai is a madman and a total hypocrite in his claim to being a designer, he will
not leave uneven slots or gaps in the design. Therefore, we can assume that the 3DS will use its space to display as much information as simply and directly as possible. Which is what you
want to do when you're displaying information! Which is what the 3DS top screen will do!
Who are you talking to? Where is this "excess information" thing coming from? Because I didn't say that. You're making these weird points in response to things that nobody said.
If I want to select a character, ANY character, I have to find them on the CSS, yes? If I can see the entire roster on the screen, I can at-a-glance tell where everyone is, so I can go "oh, there's Marth, I'll pick him." If I have to scroll, I may be saying, "hey, I want to try Marth today" but I'd have to scroll around to find him. "By the Zelda series? Nope. How about Starfox? Uh, don't see him. Well, maybe I'll play Fox instead." And that's just
on-board content. Gods
help you if you're trying to find a DLC character. "Gee, I downloaded Ridley but I dunno where to scroll to find him..." Whereas, if you have a separate DLC roster that you can access with a click of a touchpad button, it's "I downloaded Ridley, I wanna try him.. Ah, there's the DLC menu- oh! There he is. Let's play!"
People say a separate DLC CSS will complicate the matter. I do not see how "downloaded a character? Tap this button and check them out in their own CSS" is
more complicated than "downloaded a character? Scroll around and see if you can find them on an ever-growing and shifting landscape!" It would be infuriating to navigate such a screen, especially if, and I'm gonna go ahead and hit this nail in a twofer...
People also like things to not be tiny. Having the character icons be big enough is also important, and it's something you're dismissing on the basis of nothing but your own design preferences. Fitting them all on one screen has a benefit, but it also has a cost.
.. People also hate things that are
too big(like Ridley LOL THAT WAS A JOKE THX 4 COMING). How many characters would be on display at a given time? How many rows? Can it be zoomed in or out? Can I adjust scroll speed? Man, sure am glad I went with all of these variables instead of
JUST HAVING EVERYTHING ON THE SAME SCREEN. Where's my paycheck Nintendo, I'm the best!
Wait, what's that? Even with a full-roster screen, I may have zoom options if my vision's a bit bad?
EGAD.
Do you really have a hard time telling who's Mario and who's Luigi in the mockup above(I can understand it for the FE crew. Blue hair + sword + generic anime scowl = MILLIONS SOLD BESTSELLER WOOP WOOP!)?
And while you keep insisting that DLC will be a separate page, it violates everything you're talking about, except to a greater extent.
Boy, my CTRL, C, and V buttons are getting worn out. Don't worry though, I've still got you covered.
If I want to select a character, ANY character, I have to find them on the CSS, yes? If I can see the entire roster on the screen, I can at-a-glance tell where everyone is, so I can go "oh, there's Marth, I'll pick him." If I have to scroll, I may be saying, "hey, I want to try Marth today" but I'd have to scroll around to find him. "By the Zelda series? Nope. How about Starfox? Uh, don't see him. Well, maybe I'll play Fox instead." And that's just
on-board content. Gods
help you if you're trying to find a DLC character. "Gee, I downloaded Ridley but I dunno where to scroll to find him..." Whereas, if you have a separate DLC roster that you can access with a click of a touchpad button, it's "I downloaded Ridley, I wanna try him.. Ah, there's the DLC menu- oh! There he is. Let's play!"
There's tension between the two, like I said. The choice is not as obvious as you're making it out to be.
Let's see. I have a need for an informational display. This one over here displays all of the info I need displayed with no additional setup. That one over
there requires that I scroll around and highlight things piece-by-piece.
WELL GOLLY I GUESS THE OTHER ONE'S THE BETTER ONE. Hooray for more work for
zero payoff!
All of which is obvious and irrelevant.
So why am I having to explain why scrolling is bad if we can agree UI design needs to be concise?! Why?
Why? WHY? WHY?!
That's exactly my point. It means that they had freedom to design the CSS boxes to require minimal modification between the final roster display and the demo/starter roster display.
ON THE WII U. You infuriate me further with
every letter I read. You
CANNOT use the same metric on 3DS as you do on the Wii U. That is
stupid. The 3DS's top screen is a unique medium and needs to be treated and addressed as such!
Which means that the Wii U roster screen gives us more information, because they had more freedom to adjust the shape and size of the boxes.
Please, don't ever do science. You do not have the discipline to conduct experiments if you're willing to accept variables so blatantly. Right, professionalism. Hokay, I'm going to ask you a question. Why do you think you'll get a better answer to a question out of observing a scenario with
more variables(Wii U extra space, resizing, etc) than a scenario with
less variables(3DS screen size)?
Again, with the weird aspect ratio obsession. The boxes on the 3DS are not 4:3, 5:3 or 16:9.
You're right. They're within an acceptable margin for the medium upon which they are presented. That also helps to determine the size of one's UI elements. Aspect ratio is
important.
The shape of the boxes on the Wii U does not need to be 4:3 or 16:9. Why would you assume that they would be?
Exactly what other size would they be?! Good gods, don't tell me you're someone vouching for portrait-style CSS screens with text on the boxes themselves.
That was actually not the most important point...
The point was that the icons being that small is not necessarily desired for other reasons.
Viewing a separate DLC screen is more work than just looking. You're presenting that as a positive while complaining that scrolling is a fatal flaw in a menu.
Okay. I just punched my monitor. Right. Yes. Scrolling around and trying to find an DLC character set into a
changing roster order is
LESS WORK than hitting a button.
I.. I don't even.. I.. Hooboy.
You don't seem to notice when you put contradictory statements right next to each other.
Just gonna Ctrl+V this a
FEW MORE TIMES.
Nothing I said implied that they should use 16:9 proportions on the 3DS, or use the same pictures pixel for pixel or something like that.
That 8x6 layout is readable for me but 1. fitting player tokens on cells becomes a lot harder 2. some character names are longer in different languages and 3. not everyone has as good eyesight and 4. Sakurai likes menu design and the 3DS poses a challenge - either make the boxes too small to look great, or make it scroll. I think he would prefer scrolling. Horizontal scrolling would be easy and intuitive to do using the L & R buttons, it would keep the character boxes looking nice, and it would allow the exact same layout as the Wii U.
Allowing the same layout as the Wii U is something that would appeal to Sakurai as well, since if he puts as much thought into the position of characters as the people in here are doing, it's a lot easier to not have to do it twice or come up with a unified character order that works on both.
Nothing I said implied that they should use 16:9 proportions on the 3DS, or use the same pictures pixel for pixel or something like that.
That 8x6 layout is readable for me but 1. fitting player tokens on cells becomes a lot harder 2. some character names are longer in different languages and 3. not everyone has as good eyesight and 4. Sakurai likes menu design and the 3DS poses a challenge - either make the boxes too small to look great, or make it scroll. I think he would prefer scrolling. Horizontal scrolling would be easy and intuitive to do using the L & R buttons, it would keep the character boxes looking nice, and it would allow the exact same layout as the Wii U.
Allowing the same layout as the Wii U is something that would appeal to Sakurai as well, since if he puts as much thought into the position of characters as the people in here are doing, it's a lot easier to not have to do it twice or come up with a unified character order that works on both.
Nothing I said implied that they should use 16:9 proportions on the 3DS, or use the same pictures pixel for pixel or something like that.
That 8x6 layout is readable for me but 1. fitting player tokens on cells becomes a lot harder 2. some character names are longer in different languages and 3. not everyone has as good eyesight and 4. Sakurai likes menu design and the 3DS poses a challenge - either make the boxes too small to look great, or make it scroll. I think he would prefer scrolling. Horizontal scrolling would be easy and intuitive to do using the L & R buttons, it would keep the character boxes looking nice, and it would allow the exact same layout as the Wii U.
Allowing the same layout as the Wii U is something that would appeal to Sakurai as well, since if he puts as much thought into the position of characters as the people in here are doing, it's a lot easier to not have to do it twice or come up with a unified character order that works on both.
That's not what decipher means.
As per Google: "(to) succeed in understanding, interpreting, or identifying (something)"
As per Merriam-Webster: "a: to make out the meaning of despite indistinctness or obscurity"
"b: to interpret the meaning of"
You decipher information
all of the time. Just because there's no Jeopardy! music in the background or it's not a codeword doesn't mean you're not working to understand it(given your post quality though, maybe you're
not working to understand things).
Taking a little bit more time to view the whole thing does not mean it requires effort to decipher.
YES IT DOES.
YES IT DOES.
YES IT DOES.
Let's put this to a test! Read both sentences, and tell me which you were able to decipher first: .hsiloof era uoY VS You are foolish.
Electricity takes the path of least resistance. I suspect game development energy operates on the same principle. Why create busy work for yourself, unless you are genuinely insane and hate life?