Sounds like a skill issue.Skeuomorphic UIs have to be designed for multiple resolutions and no one can be bothered with that especially when a console is the lead platform.
It's a "Is this worth the time spent on this?" and that's a near-universal no.Sounds like a skill issue.
Developers used to find time for it when they had fewer people and less money. Better explanation is that the developers who make disgustingly ugly characters also have no taste when it comes to making a pleasant UI.It's a "Is this worth the time spent on this?" and that's a near-universal no.Sounds like a skill issue.
They didn't find time for it, they just designed the UI for one particular resolution and going higher (if the game would even officially support going higher) made it look like a UI for ants.Developers used to find time for it when they had fewer people and less money. Better explanation is that the developers who make disgustingly ugly characters also have no taste when it comes to making a pleasant UI.
Because of the underlying skill issue.It's a "Is this worth the time spent on this?" and that's a near-universal no.Sounds like a skill issue.
If your game has the budget for full mo-cap and voice acting for a bajillion hours of cutscenes, it can afford a decent fucking UI that costs 00.01% of that to make.It's a "Is this worth the time spent on this?" and that's a near-universal no.Sounds like a skill issue.
They could do it. They choose not to. Because it's not worth it.If your game has the budget for full mo-cap and voice acting for a bajillion hours of cutscenes, it can afford a decent fucking UI that costs 00.01% of that to make.
Well, yeah, but that's an explanation, not an excuse. "Good is hard so we made some crap instead", well shit, let me fetch my $70!Skeuomorphic UIs have to be designed for multiple resolutions and no one can be bothered with that especially when a console is the lead platform.
Bioware did something like this for kotor and it was really lousy.P.S. Also, I don't really think skeumorphics is the main factor here. Just 'cause it has a skeumorphic design doesn't mean those elements have to fill the screen at different aspect ratios, you can add decorative motifs to anchored panels and most users aren't going to notice the sharpness variation from scaling. More work, sure, but it's not a huge effort for a major studio, this is more likely a deliberate artistic choice.
Yeah this would look much better as generics slop.Bioware did something like this for kotor and it was really lousy.P.S. Also, I don't really think skeumorphics is the main factor here. Just 'cause it has a skeumorphic design doesn't mean those elements have to fill the screen at different aspect ratios, you can add decorative motifs to anchored panels and most users aren't going to notice the sharpness variation from scaling. More work, sure, but it's not a huge effort for a major studio, this is more likely a deliberate artistic choice.
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Yeah this would look much better as generics slop.
Bioware did something like this for kotor and it was really lousy.
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Beamdog's UI looks incredibly cheap.And Beamdog's done it with their Infinity Engine EEs and it looks just fine.
I can forgive shitty UI from Illwinter or Dwarf Fortress. Anything with 3D graphics has no excuse for wasting their funds on other shit before a good UI.
Beamdog's UI looks incredibly cheap.And Beamdog's done it with their Infinity Engine EEs and it looks just fine.
That does not look cheap as in tacky, no.Compared to?...
https://wccftech.com/kingdom-come-deliverance-cost-36-m-dollars/Though I'm actually curious whether KCD's budget would match Avowed's even when adjusting for labour cost between the Czech Republic and California.
It's not a very useful figure here because the $36 million includes marketing, which won't scale. I recall something like $15-20 million development being bandied about back in the day, but no idea where or how solid it was. For what little it's worth, the most cursory skim of average programmer salaries would suggest a roughly 3-to-1 ratio for Prague versus Irvine, but I have no inclination to break down for different departments, positions and so on. And I haven't seen any speculation on Avowed's development costs yet.https://wccftech.com/kingdom-come-deliverance-cost-36-m-dollars/
Obsidian was only able to make something like The Outer Worlds for that kind of money and that was with Leonard and Tim, the Czech advantage is too strong.
I have good news! UI is so fucking cheap to make compared to the assets of AAA games, they could easily afford to make multiple types of UI and let the player customize it to his own liking. If they weren't managed by absolute retards that think modeling a single fucking tree is more important than the entire UI design for their game.The problem is. What count as "good UI" is a matter of taste, I like more minimalist UI.
Skaeuo-whatnowSkeuomorphic UIs have to be designed for multiple resolutions and no one can be bothered with that especially when a console is the lead platform.
...except the real UI for Elden Ring looks like this:I can forgive shitty UI from Illwinter or Dwarf Fortress. Anything with 3D graphics has no excuse for wasting their funds on other shit before a good UI.
The problem is. What count as "good UI" is a matter of taste, I like more minimalist UI. Other people like more crowded UI. For eg, for some AAA studios, the UI bellow is great.
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