In chess some people play if you touch the piece you're committed to it. I never particularly liked this rule.
Here on BGA when you send your move to the server, you're locked in, the equivalent of touching your chess piece. This could be better. Another online site I use does it better. Let me explain.
Firstly, this is an amazing site. I appreciate the time and energy the developers clearly poured into it. And to be fair, BGA does many things better than the other site, namely presentation and gamification.
When I play a game on the other site and I touch a piece and move it forward, that site practices a principle of allowing me to rewind a move back to the point when I did something which reveals new information. That is, I can't draw a card then decide I want to rewind. But I can begin to move my pieces about and when I see how doing that pans out, I can rewind.
I've played some games and been rusty on the rules. Then I move things and I see that what I thought would happen didn't, in fact, happen.
When playing on the other site, the design of the interface and interactions reveals the rules while I'm playing. It instructs me as to right and wrong. It's the equivalent of playing with friends and then doing something not quite right. The friend stops you and explains the problem. Having been corrected, you rewind and make a new move based on a correct understanding. This is how games play out in the real world. On BGA, I've started making moves and the UI ultimately made it clear I had misunderstood something, but had no way to rewind or correct. In a world of playing games over weeks, it's bothersome when you're obliged to make a bad move that in reality wouldn't have happened.
In the programming world there is command-query separation. Some functions perform calculations and some effects. Sending a move to the server is a premature effect because it locks you in. The beauty of using query-based functions is, in the UI, I can see what I'm proposing before committing to it as the other site does. Nothing is sent to the server until I'm ready to save/commit my move (e.g. Unit of Work). I am relatively new to online board games; however, this thread appears to run through all the games on the other site as a principle.
In user experience land, having a game state which is essentially a spreadsheet (where I can fearlessly ask "what if?") is the feature above all others. I only have to be hesitant when doing things that expose me to new information. I don't have to be hesitant that touching my queen will oblige me to bring it out. I've been obliged to moves on BGA that didn't play out as I though (in The Palaces of Carrara). On the other site, I would've rewound. On BGA, I couldn't.
Here on BGA when you send your move to the server, you're locked in, the equivalent of touching your chess piece. This could be better. Another online site I use does it better. Let me explain.
Firstly, this is an amazing site. I appreciate the time and energy the developers clearly poured into it. And to be fair, BGA does many things better than the other site, namely presentation and gamification.
When I play a game on the other site and I touch a piece and move it forward, that site practices a principle of allowing me to rewind a move back to the point when I did something which reveals new information. That is, I can't draw a card then decide I want to rewind. But I can begin to move my pieces about and when I see how doing that pans out, I can rewind.
I've played some games and been rusty on the rules. Then I move things and I see that what I thought would happen didn't, in fact, happen.
When playing on the other site, the design of the interface and interactions reveals the rules while I'm playing. It instructs me as to right and wrong. It's the equivalent of playing with friends and then doing something not quite right. The friend stops you and explains the problem. Having been corrected, you rewind and make a new move based on a correct understanding. This is how games play out in the real world. On BGA, I've started making moves and the UI ultimately made it clear I had misunderstood something, but had no way to rewind or correct. In a world of playing games over weeks, it's bothersome when you're obliged to make a bad move that in reality wouldn't have happened.
In the programming world there is command-query separation. Some functions perform calculations and some effects. Sending a move to the server is a premature effect because it locks you in. The beauty of using query-based functions is, in the UI, I can see what I'm proposing before committing to it as the other site does. Nothing is sent to the server until I'm ready to save/commit my move (e.g. Unit of Work). I am relatively new to online board games; however, this thread appears to run through all the games on the other site as a principle.
In user experience land, having a game state which is essentially a spreadsheet (where I can fearlessly ask "what if?") is the feature above all others. I only have to be hesitant when doing things that expose me to new information. I don't have to be hesitant that touching my queen will oblige me to bring it out. I've been obliged to moves on BGA that didn't play out as I though (in The Palaces of Carrara). On the other site, I would've rewound. On BGA, I couldn't.