The opposite of Pixel Click Bosses appears in games that are too eager to give the player data. They want the indication to be clear and highly visible. Unfortunately, the game is still going on underneath those indicators. The game is not hiding the new factors by using too few pixels; it is hiding the existing factors by using too many.

I cited this with Arkham City. Chuck the Sheep is a recent flash game with the same problem whenever you reach a new section of the map. “Congratulations! Welcome to the next area! We’re using font size 72! Oh, and there is a duck flying at you underneath this text!” Guild Wars does the same thing in Tahnnakai Temple. Like all the Factions missions, it is timed, but it has a visible timer because you can lose by taking too long at each stage. That timer occupies the exact same real estate as the NPC pop-up text explaining what is going on.

: Zubon

Oh, and do you want to read what is going on? Every minute you spend reading the quest text is one less that you have to reach the Master’s reward.

4 thoughts on “Obfuscation”

  1. You can also customize where all that info is being displayed. Don’t like overlapping UI elements, ‘F11’ -> ‘Interface’, win.

    1. Yes, one of the less obvious merits of GW is that the gui us highly customizable as to placement and size. I boosted the size of my skill bar initially so there was less chance of missing a mesmer skill, but you can change the location completely, change it into a double row skill cluster instead of a bar and more. As with most of the game, exploration is fun!

  2. It’s okay though since the mission gives you so much extra time you can have some tea in the meantime aswell, and you can always move the interface around.

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