That's odd. What I meant to post was this slightly different version:
>the tactile sensation
Visual experience, I'd suggest.
> visually witnesses a button being pressed when they click their mouse they are far less likely to click a button more than once out of impatience
Yep. Visual feedback. Great. Good.
>I believe that realism in the game
Fine - except cards are not buttons, and they don't depress or click in reality. So in fact it does already look like you are quite happy to compromise when necessary.
>There is no reason to click on those
If there is no reason to click on them why do you need to disable them? Presumably because you suspect that people
will try clicking them to see what happens. And why might they do that? Because they expect an enabled button to be clickable. And you have decided to give no visual feedback (which you've only just claimed is a useful idea) to suggest that it is disabled. And which inevitably means that, as far as the user is concerned, they are still enabled.
>Its clear you disapprove of using Buttons in this fashion
No. I disapprove of misusing buttons, and ignoring the established rules for their behaviour. I have previously stated, at least twice, that using the a button control (as the basis of a different UI element) for this is fine as long as the user does not think it actually a button
strongm said:
if your button doesn't actually look like a button then the user won't know you are breaking the rules, so a button could be fine
But if it does look like a button, and the user thinks it is a button then it should behave like a button. Otherwise you just get confused users. It might be worth noting that everyone who has commented in this thread has agreed and/or advised there be some form of visual feedback to indicate this
>its clear you disapprove of disabling buttons for any reason
Not at all. Disabling buttons is a completely legitimate action. At no point have I suggested otherwise. I disapprove of not visually indicating (preferably, although not exclusively, using the cues that users have already learned) that a button is disabled
>I chose them because they offered the experience I want my users to have while playing the game
Well no, because as you yourself said (and the reason you posted here in the first place), buttons
don't give the visual experience you want the users to have; you've had to change the behaviour (to meet a visual aesthetic). And that's fine. The built-in controls don't always offer the behaviours we want so we can roll our own when necessary (user controls being the extreme example of this) - but we need to be consistent with the standard Windows controls if we don't want to confuse the users.
However it's your program; do as you wish