• slazer2au@lemmy.world
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    5 months ago

    They don’t.

    They are under so much pressure to have scrum meetings that they have to sacrifice development time in order for the scrum master to keep his meeting KPI on target.

    • Geth@lemmy.dbzer0.com
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      5 months ago

      What even is this? There’s no such thing as meeting KPIs in any agile framework.

      And Scrum does allow for long meeting in case of extreme situations but any self respecting team will not take more than 10% of their total time out of a sprint for this.

  • cm0002@lemmy.world
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    5 months ago

    In Mario & Luigi Superstar Saga, there’s a period of time between when you get your hammers and when you learn how to make small Mario/bury Luigi that the brother in back can swing their hammer and because you don’t know that move yet causes an angry Mario/Luigi animation to play like a “WTF BRO”

    Those bastards removed it in the 3DS remake and I was so very disappointed when I found out, it was literally the first thing I tried after getting the hammers in the remake

    It was such a small detail, but infinitely enjoyable as a kid, removed for nothing:(

  • Kaboom@reddthat.com
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    5 months ago

    Cuz most modern UIs are actually web uis in disguise, and it’s easier to modify a standard progress bar than to make a new one.

  • SkunkWorkz@lemmy.world
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    5 months ago

    It’s because studios have UX designers nowadays. Which they didn’t had 15 years ago. Some UX designers optimize the game to the dumbest play testers, or they can’t read between the lines of the play test results. Play testers say they don’t understand the UI and the UX developer interprets as UI needs to be simpler.

  • stupidcasey@lemmy.world
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    5 months ago

    Cool designs are harder to scale to your 4K needs, we can scale the game itself because it is rendered or in other terms mathematically defined, it is easy to scale you essentially just times each vector by the scale you want, but with raster images such as in textures your only option is to increase the detail or take a better picture, now the UI if it was a raster image even a 4K one the size would be negligible compared to the size of the textures so that obviously isn’t the problem the problem is creating a new UI for every single possible type of resolution and aspect ratio, if size was the only factor this still wouldn’t be a problem but remember we are talking about scaling and scaling a raster image is much harder to do without losing detail or stretching it out so instead we use svg(scalable vector graphics) which are mathematically defined just like the game itself, now the question was why do we like boring UI? So why can’t we just make an SVG more appealing, well some shapes simply don’t lend themselves to proper scaling, infact anything that isn’t symmetrical will be distorted in one way or another, this greatly limits our design choices unless we want to stick to one aspect ratio. Otherwise mathematically defining a shape is simply a lot harder and more time consuming than drawing an image especially since the player usually just wants it out of his way so he can play the game.

    • tinkling4938@lemmynsfw.com
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      5 months ago

      Wish procedurally generated textures with a dynamic level-of-detail were more popular. I’m sure the artists tooling like blender may support this, but if generators were packaged with the game, end users could re-raster those textures for higher-end hardware.

    • Jesus_666@lemmy.world
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      5 months ago

      I’d say that Microsoft’s Fluent design language is even worse. Material at least tries to use rounded shapes and animations; Fluent has been pretending that monocolored rectangles are interesting since 2010. And it has been consistently wrong.

        • Rai@lemmy.dbzer0.com
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          5 months ago

          To this day all five Windows machines in my house are running w10 with OpenShell and all of them use Aero themes. Any machine I set up for someone gets the same treatment. I’ve never had a complaint.