What sort of interface design does Yea Forums prefer? Diegetic/hollistic interfaces that are grounded in the game world itself or abstract interfaces?
Game UI and you
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>talking shit about suikoden and dds menus
>whilst praising clusterfucks like fallouts
how does one get to be this retarded, i am curious
>whilst praising clusterfucks like fallouts
>every attribute, skill, perk, trait and condition in the entire game packed in a single 640x480 screen
>every attribute, skill, perk, trait and condition comes with a unique Vault Boy illustration
Name a more kino interface in gaming.
>>talking shit about suikoden and dds menus
>dds
It's the menu for SMT: Nocturne, dude.
And good job on completely undermining your own argument. The menu for DDS is so bland and forgettable that you apparently confused it with the menu for Nocturne.
And the menu for Suikoden is just as bland. Why would you hold any of these up as examples of stellar interface design?
>Name a more kino interface in gaming.
Any one that prioritizes information display over retarded in game "hurr durr it's a pipboy you're looking at" bullshit.
Look at fallouts absolutely dogshit inventory system, there are few worse than that. Menu systems in old dungeon crawlers, as much as I love them, are always pretty shitty too.
Oh so it is, demons and all. They're basically the same menu though, very slight colour tweak and the characters faces instead of demon names on the side.
I didn't say they were stellar, I said suikodens menus are just fine, they fit perfectly with the game, they're comfy as fuck, and they give you all the information you need with minimal obfuscation and irrelevant shit cluttering it up. It is 100x faster to check your inventory in suikoden for an item than it is to do so in fallout
>It is 100x faster to check your inventory in suikoden for an item than it is to do so in fallout
>jrpg inventory: have to scroll through a long list, one item at a time, while reading each line of text, to identify the item you need
>wrpg inventory: simply click the item you need. items are not represented through text, but actual images of the items, which is good, because your brain processes images much faster than text, so you can identify what item you need from just a glance
How is a jrpg interface better in functionality?
There is a reason why competitive strategy games that are all about making thousands of micro-decisions every minute use visual interfaces like those wrpgs.
>me need pretty pictures or me no like
Ah yes, the mature RPGs for mature people like me
>console game
>wtf why can't i just click where i want
>jrpg inventory: all your shit is displayed at once or in large volume making it easy and fast to find things
>fucking fallout: you can see a couple items at at time, hope you enjoy scrolling if you like to pick up lots of shit
really makes you think.
if people are gonna post wrpg menus they can literally post fucking toee or bg and shit that isn't complete garbage like fallout cmon now niggers
>Any one that prioritizes information display over retarded in game "hurr durr it's a pipboy you're looking at" bullshit.
but that's his point; Fallout's status display has form *and* function
Its form completely diminishes its function you idiot, that's the actual point.
>Look at fallouts absolutely dogshit inventory system, there are few worse than that
You haven't played Fallout.
The stat screen is fine, it's the inventory that is shit. Which is the common opinion even among fans, claiming it's well-designed is just some faux oldfag shit.
>What sort of interface design does Yea Forums prefer?
one where i dont have page through 50 tabs of crap to find something.
Draw a mockup of how you would improve the layout, you dumb gorilla nigger.
Fallout1/2 have a shit inventory, max of 5 items, you need to scroll down to see the other ones,I prefer Morrowind inventory, Neverwinter Nights/Witcher 1 inventory, or the RPG Maker default inventory.
>being able to see six items at a time is good because OLD GOOD NEW BAD
Fallout inventory
jej
Diablo
>items take up differing amounts of space depending on their size
>inventory can be accessed during gameplay without going to a separate screen
>items can be dropped in the game world and retrieved later
>simply mousing over the item gives you a description of all its properties
>items have unique sound effects for when you move them around in the inventory or equip them
A wrpg from 1996 still has the best inventory system ever made.
Oh shit he's right.
Morrowind inventory
Arx Fatalis is better.
I really liked the NWN inventory, but its an improved version of inventory.
Cherry picking of what? Chrono Trigger, FF6, SMT:Nocturne and Suikoden are some of the most well-regarded jrpgs of all time.
Besides, as the following replies have shown, the wrpgs in that image don't even have the best interfaces (e.g. Diablo and Arx Fatalis are better).
Looks worse than Diablo's. How is it "improved"?
>designed for pc vs designed for console
wooooooooooooow
Mouse integrated interfaces, even the shittier ones, are always better than navigating the menu with a fucking d-pad.
Not because they are hard to use or anything, but because it's fucking tedious. Mouse aiming is just better.
The western one if you follow this picture but it purposely avoid some stuff on both sides.
Bigger spaces.
Do you really think classic fallout inventory was good ?
Find me a more stylish UI than Blue Reflection.
I'm not saying it was good, only that it was better than the exact same shit but controlled with a d-pad instead of just clicking on the item you want.
>stylish
It looks like the same sleek "app-store" GUI that you see in every triple-A game nowadays
The only notable thing about it are cute girls, which have nothing to do with the GUI
Personally, the classic fallout inventory was tiring to use, I would prefer a name list with the stats on the side.
I'm talking about the inventory, personally, the rest of the UI was good, specially .
Tim Cain hates that UI.
>scrolling up and down the unsorted item inventory requires a press of an arrow every time with no mouse wheel support
>items are just stacked on top of each other like a list, no grid or anything useful
Fallout 1 and 2 have really shitty menus.
Same as Morrowind but in Morrowind you don't have space problem, just weight. Both are fine for me.
I think you retards get too hung up on menus. As long as they are not unaesthetic and overly cumbersome or unintuitive, anything's fine. You have to be a bonafide autist to complain about having to press one more button, or menus being "bland".
Bad menus are a small issue generally yeah, still a difference in quality between games
>anything's fine. You have to be a bonafide autist to complain about having to press one more button, or menus being "bland".
In many rpgs most of your time playing is spent through interacting with menus. Why not make them pleasant to engage with?
It's not something hard to do. When it's bad it's often a red flag.
spreadsheets are easier to use.