But even worse are the boats. Instead of "being in control" and just targeting where YOU want to go, you have to actively "paddle" left and right. This would be similar to say playing say a puzzle game where instead of simply clicking the part of the screen with the item you want, you,d have to use arrow keys to slowly move the mouse to the item. Or an RPG where you have to alternate left and right to make your character walk. It is just very unwieldy, It just makes boats VERY imprecise to use, and the player,s attention moves away from "just being able to enjoy the scenery" and towards" click festival micromanagement. I don't know what version of Minecraft your playing, but you can just steer your boat using WASD. W to go forward, A and D to turn left or right. You don't need to do any paddling.
Carpal tunnel syndrome simply won the game. It seems Mojang doesn,t have an ergonomic gameplay user interface designer in there.
I stopped playing the more recent versions because of this.
Another example of bad User interface design:
Vanilla: must double-tap then hold forward to sprint. Automatically stopping sprinting when you pass too close to anything or even sneeze. Or you just hold Left-Control, or a different button you assign it to, and you will automatically sprint. Double- tapping never bothered me since it's such a minor thing, but a dedicated sprint buttons has been implemented a few years ago already.
I'm guessing they mean that pressing A or D in a boat makes unpredictable changes, so you have to keep adjusting your course... whereas previously, you could just point the mouse in the right direction with very good accuracy.
I find that a bit of a pain as well - although I very much like being able to look around in all directions without adjusting the boat direction... so it's swings and roundabouts, I guess. (Sorry, that's a very British saying - it means there are pro's and con's, they balance out)
I totally agree with what they said about running, too; it's such a pain to try and keep straight in a long (1000+ block) 1x2 nether tunnel.
I go in F3 and try to get the direction on 0.0 or 90.0 or 180.0 or 270.0, but it's pretty hard to do that, and you can STILL eventually hit a wall. I'm talking about when you're going a long way, and jamming down the 'w' key while you make tea/roll a cigarette, etc.
I like that british expression :-) but for boats, maybe it works for others, but for me it's a lot more "roundabouts" and next to no "swings". Previously, all I had to do to look around was just stop accelerating and look around and I could look around 360 degrees very easily. And when I wanted to go somewhere, pointing to it was stupidly easy. Sure, you can just press only the forward key, but that won't make you go where you want unless it just happened to be perfectly straight ahead, so now I've got 3 keys to deal with to try to go somewhere instead of only one, and "lining up" with the direction where I actually want to go is next to impossible because you constantly overshoot your turns. Now it's a limited field of view with controls that are disconnected from the actual view. i.e. "micromanage your arms movements to paddle" instead of a "character-overview type of control", just point and the character does what is necessary, no matter what that action (turn, acccelerate, whatever) may actually be". So they basically downgraded the efficiency of the interface by an entire indirection level. It's basically a boat UI done by people with zero idea what ergonomically designing an interface is all about.
Having 2 or 3 digits required to be on the keyboard all at once is a real pain for me. As in: Literally. Same for "constantly needing to press more keys to adjust course". Wheras slightly moving a mouse is, ergonomically speaking, much less stress on the wrists. Especialyl considerign that the hand on the keyboard is not the same as the hand on the mouse, so the wrist stress is also spread out more evenly. So with a sprint toggle, instead of "hold an additionnal key down", you'd not even need to "hold" that extra key in order to sprint: your Steve would keep on trying to sprint no matter what happens. i.e. actually making the interface as painless and be as "not in the way" as possible, that is the only real way to go for any serious game design to go.
Given that boating and spriting are 99% of my way to travel, these new user interface choices completely "killed" Minecraft for me. Luckyly, the launcher allows me to play the older versions. Better to pass on all the new blocks, than having severe wrist pains after only a mere hour of playing. Too bad the mod I play is the only one I know of that uses a toggle for sprinting. Is there a tiny mod out there to "turn sprint button into a toggle" ? That sure would help me a whole lot.