Ceaseless wrote: ↑03 April 2024, 20:32
paramesis wrote: ↑03 April 2024, 18:43
Maybe the word "misplay" in GTSchemer's response should be "misclick", at least that's how I interpreted it. If you win because of an opponent's misclick that ruins their game and dramatically improves your position, is that really a victory and cause for celebration? If you lose solely because of your own misclick, is there anything to learn from that game? It's better if everybody makes the moves they intended to make, especially in a long game.
Champions of the timer have argued that it is a compromise between the desire of players to have a way to correct their move if they misclicked and the
BGA Studio Guidelines rule of thumb to not allow undo or create undo/confirm states. A user preference for whether to have a confirm state or not is a compromise. A timer isn't a compromise, it is introducing a new element into the design. If some people want the lights on and some want them off, is it a compromise to turn on a strobe light?
It's very easy for us to sit comfortably theorizing and calculating the optimal number of seconds, but as you can see from the shared experiences on this thread, it is stressful being presented with an unexpected question in a new environment and having a very short time to react. "A few seconds" has a very different meaning for different people. A developer who knows rules of the game better than almost everyone on earth, knows BGA, and has designed the implementation would have a very different idea about how much time is appropriate to confirm than a person playing this implementation for the first time who is new to the game and/or BGA in general.
The problem isn't the number of seconds, it's that we are counting in seconds.
I'm reminded of a
famous video from several years ago of Billy on the Street asking a girl to "name a woman...any woman" and the girl is flustered for several seconds, unable to answer a simple question because of the sudden pressure of a man screaming with a microphone. These timers are like Billy running up to you putting a microphone in your face and yelling "Confirm your move! you have 5 seconds! 4! 3!..." I wouldn't want to play at a physical table with someone who does that, why should it be the default here?
It's not an unknown question though, you know ahead of time what the question is. "Did you make your intended move?" You have plenty of time to calculate what it should look like, what the board is, etc. All you are doing is saying "yeah, I hit exactly what I meant to hit". Billy basically sent you a note ahead of time with the question, let you give the answer, and it isn't until then that they go asking "are you sure?"
Sorry, but this is a ridiculous response. Of course you don't "know ahead of time" you're going to get this ridiculous timer confirmation. Sure, I've seen it enough on BGA that it is no longer a huge shock when I get it in a game I haven't played before - but its guaranteed effect on me then is to get me to panic a bit, likely click the button without thinking anything through, then explore the UI options menu hoping against hope the developer was at least thoughtful enough to turn it off.
I'm OK with not getting the opportunity to confirm (assuming I didn't actually misclick), and I'm OK with getting it - but if I'm going to be asked to confirm, I want the time to consider it. And as others have said, it doesn't matter hugely even if that's 60 seconds - that might make me panic a little less, but still seeing seconds count down is at best annoying. If the developer considers it a reasonable courtesy to allow me to confirm that I really meant to do everything I did before ending my turn, great - but why not then trust me to do that check in my own time? Particularly in turn-based games, which are what I almost exclusively play (but even in real-time, it shouldn't slow down the game - I already have a clock ticking against me, so god knows why I need another one imposed on top of it).
Ultimately I'd turn the question on its head and asked: what is gained by this timer? The only gain I see is for people who might make their move, then shut down their browser/computer/app thinking they're done, without realising they're being asked to confirm. I guess such people might exist, although it seems like strange behaviour to me (if it's a game I don't know that well, then I always wait until it says it's waiting for another player to do something before moving on, because why wouldn't you? and if I know the game well, I probably know the BGA adaptation is going to ask me to confirm - and even if I don't remember, it's pretty obvious when it actually does that, closing the window after a fraction of a second without even waiting seems pretty weird to me). But even then, that's why games have timers, or (in non-competitive environments) chat windows that you can use to message the other players.
Really I don't complain too much as long as the developer makes the timer optional, because apparently some like it. But others should accept that many of us don't, and manage much better without. (In an ideal world this also wouldn't be the default, but maybe more prefer it that way than without, and in any case I can't complain too much if I only have to deal with it once.)
(By the way, you're final bit about the strobe-light analogy, which I didn't quote but have decided in the end to comment on, was the most ridiculous part of your whole reply. Someone wants it light, someone wants it dark. Maybe there's a compromise available there - a low/moderate amount of light perhaps. But how can you possibly suggest a sane compromise involves giving neither anything resembling what they want, while risking either/both of them having an epileptic fit? It's a bit of a stretched analogy so I don't want to dwell too long on it, but seriously - what the hell??)