:throws up on keyboard:
Please... please, take it away... I can't... I can't take it...
It's like all the worst parts of old UIs rolled into one horrible abomination.
This looks horrible. Too many single elements cluttered all over the screen, like some shitty MMO, instead of a solid "bar" of UI.
Umm... a little more specific reasons here guys?
Also, have you read the text or are jut going LOLCLUTTER based on knee jerk reaction?
I don't get the MMO criticism as I don't play MMOs and would probably have problem with their interface due to it often being "cooldown bar: the game".
The interface was mostly based off Wizardry 8 GUI (which is good). The changes include clustering all portraits on the left side (then again, it's not like you couldn't have them on the right side, corner elements could also be rearranged for more ergonomy, for example I would move minimap near the portraits, swapping it with ill-defined, as I don't work on PE and don't know what panels and menus it would find use for - I assumed it would be good to examine stuff by hovering mouse over it without having it clutter your text log, "additional info panel") reducing mouse travel, formation manager gone due to not being blob, radar replaced with minimap due to not being blob and minimap being bloody useful - for example you can have workable long range attacks and actions this way, and log moved into corner (I wouldn't rely on combat log for dialogue, BTW, because it was fucking awkward in IE games - little space necessitating clicking every few lines to see the rest).
I don't know what would be in menus #1 and #2, though at least one of them would house formation menu. I'd generally keep something, preferably useful to look at, but not often clicked, on right sidebar because it's good to have sidebars of roughly equal width as it keeps the main viewport centered in front of the user, it's also good to stick bulky shit (combat log, minimap) in the corners because that's where it interferes the least with the center of the screen.
I also don't know what would be in top info bar, though time of the day and current location are obvious candidates.
Finally, most elements would retract unless hovered over with mouse button, locked open or affected by some event.
Most elements also wouldn't get jutting rectangular frames, they would have thin but ornate, somewhat rounded borders presumably resembling BG2 main menu graphics. You don't need to shit over dead interface space with statues nad shit to have stylized menu - stylized interface elements, borders and shapes will do perfectly well on their own.
This means that most of the time you wouldn't see all this clutter, in particular "icon brick" for individual actions would only appear when hovering over portraits - with multiple characters selected they would be replaced by group actions when applicable if hovering over character that's part of the selected group, individual actions otherwise, so you could for example have your bunch of melee party members under control while issuing some support magic command to a caster.
Some individual actions might still appear as long as they would not be overriden by group ones (casting) - they would have to be clearly delineated from group actions, though.
I'll just spam my version here as well.
Sawyer wants to minimize mouse travel distance from right-aligned portraits to the action bar, because this is apparently the most uncomfortable direction to move the mouse for a right-handed person, and he wants to keep the dialogue box aligned to the right for readablity. The wide bottom bar eats away at the already narrow widescreen viewport, however. Thus, a left-aligned UI?
That's not bad - relatively dense and utilitarian.
I'd avoid skewing interface to ne side, though as it's better to have viewpoert centerd on screen. OTOH it *is* good to keep stuff you need to click often in one place as you did.
Nah, but seriously, too much stuff everywhere on the screen. Looks like some ridiculous mmo thing.
Most of the stuff would not be present on the screen most of the time. Read the text.
What's the fucking point of minimap anyway?
Knowing broader situational context, and coordinating long range movement and abilities?
Why bother with independently moving characters if you're going to keep them all in one place anyway?
Of course, but selection can happen in the world as well.
Selection in the world requires knowing where excatly the character is and clicking on them.
1. May be problematic if the character is in the middle of some gigantic clusterfuck, 2. may be a problem if characters are spread apart and you have some of them offscreen, for example when trying to do some tactical manoeuvring or scouting.
Portraits are very important because they tie the interface to characters in gameworld.