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It's backwards that the information that is least immediately necessary (the pieces in queue positions 4~6) are closer to the point of gaze, and the information I need the most (the pieces in queue positions 1~3) are furthest away. This effect is greatly exacerbated during Cyclone, where it becomes imperative to understand the incoming piece orientation as soon as it is revealed. Whereas in TGM1-3 I can understand the NEXT piece easily without much need to avert my gaze, in TGM4 Master mode I find I am often at a disadvantage if I am not staring directly at the NEXT queue.
I think the treatment of the NEXT queue in TGM ACE and the TGM2015 location test where the queue updates when the active piece leaves the spawn zone was perfectly acceptable. It doesn't matter to me that NEXT "obscures" the area above the playfield, because the playfield frame naturally already obscures the area above the playfield as it is. It doesn't interfere with my understanding of the contents outside the playfield, and regardless it's more important to me that I understand the upcoming pieces.
Having the next box on top and aligned with the playfield make it so that the next piece is already part of the game, but just in a tempirary staging area. It helps to judge where the piece will land and avoid fundoshi situations (situations where the piece directly falls into a hole). Even today I still misjudge this due to the next box position. It's a little design feature, but it does not make me better at Tetris. It's the opposite in fact.
My hope for this thread is that enough people voice their opinions in favor of this change so that Arika can implement it as a toggle. This way:
1) technically that's still complies what the licensor wants
2) worse case scenario Arika can justifies itself by saying "it can't be helped, that's what the players wanted".
Unfortunately, as in every game involving famous brands, there will always be the suits using corporate pseudo-science to "enhance the value of the brand", even if this results in objectively worse game design decisions than those made by people who know what they're doing.
@Arika: a layout similar to Tetris Effect would be an improvement over the current one.
Please make it at least optional.
Thank you.
Although if they were allowed to break the two most core elements of the guideline (color scheme and rotation system) for the TGM modes, I don't feel like just moving a UI element's position should really be that big of an ask. Having the next piece horizontally aligned with where it spawns is just plain and simple good UI design and it's especially significant in TGM where it's so important to pre-rotate pieces so they don't get stuck on the stack in 20g.
Keep pressuring though, the more we voice our opinions the more the TTC might loosen their enforcement, just keep your expectations realistic.
That said I'm totally in support for this change as I dearly miss this!
The solution would then be for a user to modify the game and make the mod available to us. But as far as I know, that would go against the game's "terms of use", and the Japanese tend to take these things seriously...