While some people will see the opposite. All combat and no everything else to me is shallow. To say that one should play adventure instead because they like and have different definition of RPG as you do is awfully ignorant. If you only see your definition of RPG as the best one than all discussion would be moot because anything not oldWiz clones = bad.
Back on topic, Wiz1 and older PC Wiz games in extension have good UI because it suits the game. You can play the game using only your left hand on keyboard and right hand on pen and graph paper because, well, they are the kind of game that allows you to do just that. On the other hand, it is good only in a sense that it is very functional in limitation of Wiz games were. With better art and still keeping (or even adding) the functionality it could be even better when applied to similar(old WizClone/blobbers) modern games. Example being EO series with built in map making tools (due in part of being in NDS, but I couldn't see why similar features can't be made on PC)
On the other hand, trying to apply such simplistic UI design on games that is not oldWiz clones/blobbers is exercise in frustration.
Conclusion: to effectively discuss what game has good UI is almost impossible without limiting the kind game we are discussing in the first place
I was answering roqua's hyperbole (no content games, etc) with my own hyperbole.
And i completely agree that any sort of UI discussion can't be all encompassing simply because there are many facets of the RPG genre, sub-genres if you will, that have come and gone throughout pc and console interface device revolutions. For example widespread game usage of the mouse on the IBM PC only started becoming an undeniable thing when... motherfucking Wizardry SEVEN!!!! was released. SEVEN! That means the first six Wiz games were conceived and developed WITHOUT A MOUSE IN MIND OR EVEN KNOWNING WHAT IT WAS FOR. Therefore OBVIOUSLY the Wizardry 1-6 UI, which is 100% keyboard driven (my preference, but it is only that, a PREFERENCE) cannot be called "the best".
And also any sort of RPG sub-genre that apes RTS mechanics, that was born from that grime, is OBVIOUSLY a byproduct of the mouse-driven PC click-click GUI. I mean, how exactly would a dev go and make a Baldur's Gate if the mouse hasn't yet become a de facto part of the PC and is still only an "accessory"? It would be very risky releasing a game that required the person to ALSO buy the interface device. (although of course i know this has happened many times, it is only a hypothetical example i am painting here).
It would be nigh impossible to play Pillars of Eternity using only the keyboard. It was not designed for it; and I would never hold it against the game. Where I take issue with such things is:
a) When the game is of a sub-genre that does not require the mouse (dungeon crawlers; specifically Wizardry-clones).
b) When the game would benefit from taking a couple of cues from console UIs, i.e. lists and being able to use wasd/arrows to cycle through menu options instead; instead the game exclusively uses the mouse for everything and therefore it slows the game down when it could be faster. (examples: charles' sword and sorcery, Paper Sorcerer).
However if the game in question was obviously designed for mice usage then i have no problems with that.
it seems a lot of people don't realize that wasd for menu navigation can be much faster than having to click on everything if the game is designed around that. they don't understand the concept of muscle memory; something which cannot be developed as well when using a mouse.