Like an application to book a haircut at a salon or log into the WiFi at a hotel that does something "on rails" and should work without any learning or training is one thing. A complex application for professional creative work is something else entirely.
Then there are the things that are just weird, like life got me looking at mobile games lately and I was really shocked to see how many of them have a horrific onboarding experience. The best games in the "clothes collecting" genre, for instance, like Love Nikki have a gentle onboarding process that teach you the game mechanics and get you into the story and maybe get you hooked. When I was developing consumer-facing social and entertainment apps (before Facebook!) I had my own belief that "easy onboarding is good for users and good for profits" and worked with founders who got it and pushed me to outdo myself. Most games in that genre have horrific UI and don't try to explain the mechanics because they could care less if users understand the currencies used in the system because they only care for the worst "whales" who click on any red dot and fold green at the slightest difficulty.
These days when it comes to "slow software", I think five years is an eternity from a platform perspective so if you start something you may need to rebuild it. Like I find it hard to justify developing on anything other than the web platform (like "write once and it runs on platforms you never thought of like VR headsets", "for christ's sake did you realize every Windows software vendor had at least one InstallShield engineer back in the 1990s and IT was pulling their hair out updating all their desktops?", "it took three weeks for the App Store to reject your update? what did you think would happen?") but the app I am working on right now depends on React components that haven't been updated since 2021 and the bill is coming due.
Oh man, the state of dress up games is a personal pet peeve of mine, poor onboarding tutorials is just one problem. The art direction is often simply atrocious, proper game loops barely exist (let alone creative ones), the microtransactions are the default business model. I honestly don't know what causes it, perhaps the games are just not that profitable so they don't attract highly skilled or at least conscientious game developers? I came to accept that they are just made by people who either dislike/don't care about games in general or dislike dress up games specifically. The best dress up games are normally made by Nintendo who have a strong game design and gave development culture in general.
P.s. As a side note, I started making small dress up games that I draw myself to scratch my own itch. I am not a programmer so they are absolutely horrendous and I only show them to friends. Making videogames is not as easy as making paper clothes for paper dolls like I did as a kid, but it is so fun and I feel 30 years younger somehow. :D
Yeah, I think those games have more potential than most people think. I love voting mechanics (spent a lot of time on ranking systems) and some have good stories ranging from "the heartwarming story of Nikki exploring a continent, making friends and proving her mad skills" to "a vicious fight for survival in an ancient court"
What's a good voting system? I remember checking out Dress to Impress (not a mobile but an incredibly popular Roblox game), and it had a somewhat unpleasant, imo, voting system -- players vote for each other's outfits and the score is a sum of the scores your co-players' gave you which incentivizies players to give everyone the lowest score. The game tries to "punish" this behavior by detecting "unfair" voters and lowering the weight of their votes, but I feel like you could tweak the original incentives instead by changing the mechanic. Having to rank outfits instead of giving each outfit a score could work I think? But there are probably other problems I'm missing. I dnn't play too many mutliplayer games.
(On the other hand, while I believe thinking about "gaming" the ranking takes away from the fun of the game, Dress to Impress is massively popular, so maybe this frustration is what makes it popular. IDK if kids play it because there are no competitors in the genre or because some competitive toxicity is addictive.)
Well I'm interested in voting theory from the viewpoint of political science and also from the viewpoint of developing ranking systems. It's actually a pretty depressing topic because you can easily come to the conclusion that the public doesn't have an interest at all.
In short, pairwise rankings are real and comparable between people whereas different people might use a scale differently. It's a difficult problem to deal with "i like the bagel shop a little bit more than the rice bowl restaurant but the party member who has celiac's opinion matters more than mine" See
now if you have N options you don't have to have everyone evaluate N(N-1) pairs because preferences are correlated and should be transitive. There are many algorithms, like Elo and the methods in that paper that can be used to run tournaments and compute scores. The game Covet uses pairwise ranking and I think gets good scores.
To get back to social decision theory, it's probably not good for players to be in a team for purposes of winning and losing. Like I think sharing clothes with your friends is a really fun mechanic (might make you want to really buy or work for something!) but if people can help or hurt their friends you get into the whole can of worms of coalitions in N-person games.
I just quickly tried Covet and I can imagine how the act of comparing and picking one of the two options can feel fun. I can see myself just voting on outfits in the game without creating my own when I need some really simple "mindless" fun. Not a productive effect but also not addictive enough AFAIK to be a big problem.
“Red dot” = mobile apps put a little red dot on the upper left of a badge to tell you it is calling for attention
“Fold green” = gambling slang from long ago where you had to go to Las Vegas to gamble. It’s when you are losing at the (blackjack, roulette, …) table and use cash (e.g. “green” in the US) to buy more chips.
Like an application to book a haircut at a salon or log into the WiFi at a hotel that does something "on rails" and should work without any learning or training is one thing. A complex application for professional creative work is something else entirely.
Then there are the things that are just weird, like life got me looking at mobile games lately and I was really shocked to see how many of them have a horrific onboarding experience. The best games in the "clothes collecting" genre, for instance, like Love Nikki have a gentle onboarding process that teach you the game mechanics and get you into the story and maybe get you hooked. When I was developing consumer-facing social and entertainment apps (before Facebook!) I had my own belief that "easy onboarding is good for users and good for profits" and worked with founders who got it and pushed me to outdo myself. Most games in that genre have horrific UI and don't try to explain the mechanics because they could care less if users understand the currencies used in the system because they only care for the worst "whales" who click on any red dot and fold green at the slightest difficulty.
These days when it comes to "slow software", I think five years is an eternity from a platform perspective so if you start something you may need to rebuild it. Like I find it hard to justify developing on anything other than the web platform (like "write once and it runs on platforms you never thought of like VR headsets", "for christ's sake did you realize every Windows software vendor had at least one InstallShield engineer back in the 1990s and IT was pulling their hair out updating all their desktops?", "it took three weeks for the App Store to reject your update? what did you think would happen?") but the app I am working on right now depends on React components that haven't been updated since 2021 and the bill is coming due.