Victor Morson, on 14 February 2014 - 01:59 PM, said:
Answer 1: It's odd they can, again, handle it just fine in games like Battlefield, Planetside, hell, ARMA, etc..
Actually it's not odd. Good design works on a subconscious level. That's the whole point of it. You don't have to learn anything, it simply works because you automatically do what is needed to do the task - you don't think about it, you do it.
As soon as you become aware of something that doesn't simply work, that's where the problem lies, because it forces your brain to actively spend a large amount of resources to figure out the magic trick. And if it is really bad, you won't even find out what is happening, and why this or that doesn't work, and you get frustrated over a supposedly simple thing.
Wherever you don't notice anything, the designer has done an excellent job. It's a bit sad that our work is never seen, but that's how it is. We are invisible guardians of happiness
The reason why the same people perform differently in different surroundings is because those surroundings are different. Design quality difference is one of the more likely possibilities.
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Answer 2: (...) screws new people over with missing information they should have.
It might sound harsh, but they definitely should NOT have all information. In your first 2-3 games, all you need to know is how to get to your opponent (left, right, forward, backward - no more is needed), and how you can shove your lasers in other people's face (a single button - no more is needed). From there, things start to evolve. Info availability is important to advance once they are hooked, but overloading always scares people away.
If a newbie gets stuck on the very basics of what is essentially your game (moving and shooting), then you did it wrong. And that is exactly what happened to me and my 6 friends. One didn't even bother to start a second match.