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And usually with an eye towards good user interface design. Not some white space heavy “clean” look where everything is hidden behind hamburger menus.
by 0cf8612b2e1e 2y ago
And usually with an eye towards good user interface design. Not some white space heavy “clean” look where everything is hidden behind hamburger menus.
- creaturemachine 2y agoI dunno, lately they're more interested in pointing you to the store page for skins and loot boxes.
- ykonstant 2y agoTrue, but even the most vile loot box filled triple A slop game has better UI than the atrocities the OP refers to. At least there you can see some decent density of information and a hint of three-dimensionality, which is more than you can say about the "clean UI" desert landscape.
- ykonstant 2y agoPreach. I often point towards games for examples of good balance of density, as well as elements of modern-looking skeuomorphism in UI. Of course I get all the usual garbage non-arguments in response from designers who don't want to take up a challenge and actually design, and instead fall back on a "tried and true" (except it is shit) fashion.
- tpxl 2y agoSome games, sure, most games, no. There are tons of games out there with dialog options that don't support choosing with numbers, a ton of games where you can't quickloot/drop with shift-click, comparing equipment is a chore, confirmation screens don't have y/enter to confirm or n/esc to cancel, missing/useless tooltips, custom fonts that are unreadable... These things are _trivial_ to implement, it's just nobody thinks about the UI as long as it 'works'.