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If you go back to the video game example, you have a list of saved games/characters and you can choose to delete a character. Pretty standard stuff.

Now you add an undo button and you've gone from two actions to three actions. Furthermore, does the undo apply just to when you delete characters, or can you undo the progress you just made with a character? If it's the former, then your undo is inconsistent. If it's the latter, if you accidentally undo, then you want a 'redo' so you can't lose your new changes either. So now you've doubled the number of options the user can take. And how often are you going to delete a character anyway?

Or, you can take the approach games do, which is simply ask you 'are you sure you want to delete this character?' Given this response is distinct from the 'continue game' action, which would display a loading screen, players are likely to notice the prompt. Why complicate things?




I see the challenge but I would still like to be able to press Command-Z at any point.


Undoing a character delete is fairly trivial. The reason their is a prompt in most games is that their is no universally excepted way to undo something in games. It's become accepted to have a confirmation box.

As for consistency in a game, menus and the games UI rarely share the same structure. It's also generally except that you don't put up a confirmation box for the player to level up.


> The reason their is a prompt in most games is that their is no universally excepted way to undo something in games. It's become accepted to have a confirmation box.

Honestly, how many actions in a game does it make sense to undo, unless you're playing Prince of Persia: Sands of Time? I'm a big proponent of 'make everything undoable' but you are stretching it way beyond its use here.


Sim City could benefit from Undo.


Um... I didn't even come close to suggesting what you said. You inferred things not even remotely close.




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