Dukasaur wrote:King's Court 2 is a perfect example. It's insane that the "small" map won't fit on the screen,
Whose screen? Or did all screens become the same size when I wasn't looking?
Dukasaur wrote:And yes, the labels are almost unreadable, but there's no reason they have to be. There's tons of unused space in each hex,
See, that's what you just don't get. We have certain requirements - each territory must fit 3 digits and a territory label. The territory labels must also be in readable size, and in addition to that, KC2 also has icons that denote different gameplay mechanics that need to be readable.
Have you ever tried to design map graphics? Do you know all the different things that mapmakers have to take in account when designing a map interface? No, but you still blindly demand "smaller maps" for your own convenience. When you reduce the size of a map, you run into all kinds of problems regarding clarity, readability, etc.
Dukasaur wrote:The old Avalon Hill tabletop wargames
Stop right there, that's an idiotic comparison. Tabletop games are not limited by resolution of the displaying device. If everyone's monitors were the same resolution as a printing press (around 600 dpi at least) then we'd have no problems at all, in fact we could do with just one map image and scale it when necessary. Sadly, computer technology isn't quite there yet, so there's a certain limit, a certain treshold that stops reducing the actual size of maps - in terms of font size, that limit is around 8px - any smaller fonts will become unreadable because of pixelation.
Dukasaur wrote:If the font on KC2 was doubled relative to the map hex, the map could be shrunk down by 30% in each dimension while still making the *actual* size of the labels larger and more readable.
No it couldn't. Maybe if you really squeezed everything together some 5-10% could be squeezed out of the size, barely.
The truth is that the size of the small map is largely dependent on the large - in most cases, the small map can't be made smaller than 75% of the large map. It seems to me like people who complain about the sizes want things both ways - they want large & complex maps, but they also want them to fit in the size of their palm... which is, with our current technology, impossible.
The real answer is not limiting the size of maps, but again we need a better UI for the game page, and sorting maps in categories. CC should continue offering something for everyone, small maps for small map lovers and large maps for large map lovers.
Dukasaur wrote:They pay for all that techno-wizardry with more bugs, more bandwidth, and longer load times.
Bandwidth and loading times are only a concern with antiquated, bloated platforms like flash, and those are totally unnecessary for designing a better game UI. And bugs? That's simply a non-sequitur. Bugs are not dependent on what kind of interface you have, bugs result from shoddy coding.