I wonder what other requirements Sony imposed on developers. Maybe they have their own video game-oriented human interface guidelines. Do you have a source for this information? I found plenty of technical documents and SDKs but nothing about interfaces.
And yes, many/most PC ports are of very low quality. Gone are the days of PC-first Triple-A games with forgotten features like Quick-save/load, LAN-multiplayer, Map-editor, official Mod-support. These days, these ports feel like they started porting two months before release, done by two coders. All these console-ish things like messages "don't turn off your system" (yah-right), press a key to start (yup), save-points (wtf), always-on single player (...)
I assume title screens are just that: title screens, and the developers want to show off. Maybe it's a legacy of arcade machines, though.
Instead of a title screen, PC games used to go to the main menu directly.
Even today, some console games like GTA V don't have a title screen, but many smaller games feature a useless title screen.
What is the rationale behind such a requirement?
>if the game takes too long to load before the menu appears, pressing A will circumvent that requirement.
Does this mean those screens/videos that get displayed after the game starts and before the menu appears are required by Microsoft to be skippable?
If that's the case then it's good UX design in my opinion. I think those things are an unacceptable waste of player's time; I hate them so much I rename the files in the game's directory so it will fail to show them.
Together with Quick-load, it worked very fast, no need for info-screens, it just worked in milli-seconds and allowed gameplay styles completely forgotten or newer experienced by console gamers who are keen to their save-point system.
Of course not they just try>reload>try>reload>try>succeed. Making that whole skill set pointless and the mechanic pointless
If a dialog popped up for the brief amount of time it actually takes to unzip, it might freak out users: "huh? WTF was that??"
There are third party GUI compression utilities that are faster that you'd find if you actually care about how long it takes to decompress your archives, and the CLI utilities are all there out of the box for people who don't need a GUI.
http://robservatory.com/postimages/unzipping/finder_v_termin...
Where do you think the people who wrote the thing that happens on the left inserted a gratuitous sleep?
The obvious thing to have done would be to have a single progress bar for all decompression operations requested in a single UI action. Darwin has had a process scheduler for some time now; they can be expected to make good use of it.
It is infuriating to be waiting for animations to end for literally 12 seconds.
If you were expanding 24x 100MB, or 1GB files, the overhead of animation would be much smaller relative to the total time. And it would be quite an informative GUI showing the progress of each file. While the command line version may sit there for a long time before returning to prompt.
It sounds like he and his team came up with the idea in that instance.
TaxAct and TurboTax, for example, both operate on (in the typical case) kilobyte scale data requiring trivial math. They also make both saving the data and calculating taxes take 5+ wall-clock seconds when they actually require milliseconds and nanoseconds respectively. This is largely because (non-technical) users don't trust your computer did the math right if the answer comes back instantly. (I also suspect there is an element of "Wait if it is so easy to calculate my taxes why am I paying you to do that.")