Dorateen
Arcane
Thanks. Now I want an update on Sovereign.
Aside from Dungeon Master, which I have already mentioned in this thread, I think the only real stand-out for CRPG UI design is Morrowind, which used four simple but elegant windowed screens to convey almost all necessary information. The game is paused when right-clicking the mouse and the screens appear, allowing the player to interact with them and even move and resize each of them separately. By default, in the bottom-left corner is an inventory screen showing your character and a list of inventory items. Hovering the cursor over an item results in information about the item appearing, and you can easily grab armor/weapons/clothing and drop it on your character to have it equipped, consume a potion by dropping it on your character, etc. In the bottom-right corner is the magic screen, listing all spells known to your character, and allowing you to select a spell to cast, power to trigger, or magic item to use. The upper-right corner is the map, and can be switched from a local map to a world map by clicking on it. In the upper-left corner is the statistics screen, showing your character's attribute scores, skill scores, and other critical information.Anyhow, it would be nice if people contributed good looking and unique UIs. Anything about them, really, be it inventory, character, even notes you find, etc.
The only stand-out? Morrowind's interface is fine, but there are plenty of examples of more efficient UI design.Aside from Dungeon Master, which I have already mentioned in this thread, I think the only real stand-out for CRPG UI design is Morrowind, which used four simple but elegant windowed screens to convey almost all necessary information.
Another thing both of these interfaces have over Morrowind is that they allow for direct interaction with the game world.
Also, I prefer using the mouse in blobbers over having to use hotkeys for everything, thank you very much.
Games that didn't have mouse control didn't have it because mice weren't really a thing yet back in the early 80s.
For today, not having mouse control is unacceptable.
Also, I prefer using the mouse in blobbers over having to use hotkeys for everything, thank you very much.
Games that didn't have mouse control didn't have it because mice weren't really a thing yet back in the early 80s.
For today, not having mouse control is unacceptable.
Keys are much faster than mouse, at least in older blobbers.
Also, I prefer using the mouse in blobbers over having to use hotkeys for everything, thank you very much.
Games that didn't have mouse control didn't have it because mice weren't really a thing yet back in the early 80s.
For today, not having mouse control is unacceptable.
Keys are much faster than mouse, at least in older blobbers.
But also a bit more cumbersome to get acquainted with than just clicking on the option you see on the screen.
That's why having mouse control + user configurable keyboard shortcuts is the ideal interface, allowing everyone to play the game the way it's most comfortable for him.
Thanks. Now I want an update on Sovereign.
The purpose of the user interface is to provide for quick and convenient access to all necessary information and modifications. There isn't anything intrinsically wrong with the UI also bolstering the visual aesthetic of a game, but this shouldn't get in the way of the UI's functionality.Zed Duke of Banville That's not really what I meant, so let me post some examples.
It's a game that really managed to nail its aesthetic on almost every aspect of the game. Both the main interface, the item icons, the crafting schematics, the world map (much more "map" like as opposed to the "Google Maps" representation of Fallout). Even the newspaper. Many RPGs have books (and Arcanum is no different), but just how many have newspapers with a newspaper screen to boot?
Even back when I disliked Arcanum I still thought it had brilliant art direction. It's unsurprising that Boyarsky worked on Fallout before (my other pick for best interface aesthetic in an RPG, ever).
I think that Dungeon Master and Morrowind are the two standouts in CRPG interface design, though Jagged Alliance 2 is perhaps a stand-out for squad-based tactics games.The only stand-out? Morrowind's interface is fine, but there are plenty of examples of more efficient UI design.
Jagged Alliance 2 shows you everything you need to know not just about a single character, but an entire party of characters using a fraction of the screen space:
For an action-RPG, the Ultima Underworld style of interface design is the superior choice, Arx Fatalis being its final iteration:
Another thing both of these interfaces have over Morrowind is that they allow for direct interaction with the game world.