Why do most people disregard UI and UX in vidya discussions, I fukken love this shit, can we talk about it??
Why do most people disregard UI and UX in vidya discussions, I fukken love this shit, can we talk about it??
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no we can't however I loved persona 5's UI/UX
I feel like I'm the only one who thinks persona 5's menus are a fucking mess
Yes Persona 5 literally has the most aesthetic menus to click through ever made.
They needed it for a game where the entire gameplay is clicking through menus.
FF13 did a really good job too
I find it very important, it goes a long way in giving a game identity
when every game looks the same graphically (realism) and has the same UI it really takes me out and just shows it as the soulless piece of shit it is
Do you hate complicated shapes user? I think they did such a great job in guiding the user's eye whilst also being stylished about it
The snappy menus from Disgaea 5 made me horny.
And people like to shit on Jap menu games
I stopped playing Persona 5 because the menu everyone praises did nothing but ignite headaches for me. I do have a health condition where I get headaches fairly commonly for the most minuscule of things though.
>UX
made up shit
I don't recognize all of them but Breath of the Wild and Xenoblade Chronicles are both in there. However, for Xenoblade that's only the equipment menu and the whole menu isn't like that.
I used to have frequent headaches when I was a teenager
They just gradually went away as I turned 20~21
Hopefully you get better too
The menus aren't the game here, they're for setting shit up, then getting back to the game. With something like a JRPG you're staring at menu elements for 99% of the game instead of just when you want to swap in an ability between fighting shit
I honestly don't find anything wrong with this. Like don't get me wrong, I definitely prefer something more interesting and unique, but I'd rather they go with something safe and functional, than utterly fuck it up.(even if I'd prefer something interesting and functional to both)
I'm 27 and it's not. I inherited it from my mother and hers still persist in her 50s.
nah, it's real
it's the difference between opening a door and opening one with several locks with numpads
God damn, sorry to hear that
UX refers to the fluidity between the design and functionality user, it's been a thing even before pen and paper we're invented
Joker turning around made me laugh for a solid minute the first time I opened the menu.
My doctor says if over the counter painkillers still subdue the pain then it's nothing to worry about but can be a nuisance if I forgot to bring some with me.
Exactly these are really simple but very functional designs
Persona 5 and Dead Space are the undisputed kings of aesthetic UIs. I wish more games took the effort to make their UI look like a natural part of the game.
based, diegetic HUD is the best. I prefer to have none at all but it doesn't work for every game
Fallout's is good too
I hate consolefags for making quest markers, objective arrows, item highlights, various area scanning etc. the standard parts of every game UI since 2005-2006.
I just don't understand why, there's nothing wrong with those and they are a good UX development, most games that have them have the option to be turned off to if you want to
For me, it's
I found Forgotten Land to be very clean and effective in this respect. The objective popping up unobtrusively in the bottom right when you make progress toward it is really useful, and Waddle Dee Town replacing the main menu was a huge improvement.
The on/off toggle for quest tracking is a useless feature in most cases because the quests have been designed solely with it in mind. Talking to the quest giver NPCs rarely gives you even a clue where you should go since the writers assume that you have the quest marker on. Yes, you can turn it off, but it's not an improvement because the game isn't designed to be played that way. It's just empty lip service.
There is no such thing as UX
Here's an example of good UI, bad UX
Looks good but shit to use
Editors note: who do I need to go back in time to kill to prevent the spread of webp
The first time i encountered this it was really jarring but the more i look at it the nuances of CTR filters and the strupe colors that represents RGB it's so cool
I love the stationery elements/brutalism shines through the design of the UI nintendo never misses with UI UI animation too everything is so visually and auditoryly satisfying to go through
Kinda sucks that spme people are this retarded when it comes to media literacy
Forget the style, the best part about P5's menus are that you don't actually have to wait for animations and can just instantly navigate from muscle memory because there's no delay. Why can't every game do that.
just because that one UX designer on twitter was retarded about Elden Ring it doesn't mean you need to knee-jerk disregard the existence of UX in general, user
Style over substance. Watch a movie instead
i find it very bizarre, some shitty menu with no style but its more clunky than the actual game, its probably a huge hackery behind, pajeet soft was a mistake.
IKR I fucking love the feeling of mashing the triangle after a hold up and it seamlessly transition to an all out attack, once you get a hold of the controlls it kinda feels like a fighting game
>characters are just functions
I know this game gets lots of hate, and KOS MOS looks like 53 old woman, but Xenosaga Episode II has, in my opinion, the best looking / clean UI. Ever.
I understand what they're going for but it looks like when I typed out sentences in Microsoft Word when I was a kid and changed each letter to have different fonts, size, bold, italic, etc. And put a bunch of random shapes and text boxes all over the document. Maybe I just still have to get used to it, I'm only like 15 hours in but haven't played for a few months
>Talking to the quest giver NPCs rarely gives you even a clue where you should go since the writers assume that you have the quest marker on
That's the problem of the devs not the functionality and design of these UI elements, if they put an option to these able these they have to take into consideration those descriptors too
my fav UI ever is from this old attack sub game. UIs that recreate the feel of mechanical controls like levers and widgets are pure sovl
>platformer has collectibles physically go from the level to the HUD on-screen
I will now play your game.
Like I said, I understand what they're going for. It just kind of hurts my old eyes.
That's so kino
Steel Diver did that. Fun little game.
persona 5's UI & music made the game
>Is named SOULstorm
>Is completely soulless
i'm sick to death of persona 5's "style" and i haven't even played the fucking game
It's a good striking style that's there's all to it
Bruh Persona 5 is the only game with this style, pretty sure no other game has done it yet. Hell i was hoping SMT V would take some elements from P5 seeing that its Atlus but its one of the most boring UI in a JRPG i've seen.
You know why because they took the TMS#FE engine (which was really good and unique on it's own) and try to force SMT UI elements on it and it result to this abomination, that's the first thing I noticed when they released the first gameplay trailer
They used Unreal Engine 4 though, Souls Hackers 2 is the one using TMS#FE's engine.
I do agree however that they took the shit UI from that shit game.
>Fromtranny continues to be clueless
No, I hate it too.
It throws away everything for style.
God, could you be any more of a spic?
Probably animations. Namely the difference between being able to handle animations being cut short before they finish from user input, and the inability to.
TMS IS made with UE4 what i meant by engine is with the ui and such
>CBT Warframe
I miss it like you wouldn't believe.
I just hate when you beat a stage in forgotten land how much time the game wastes showing you all the animations on the world map before you can restart the level to grab anything you missed.
TMS was using UE4? Shit i did not know that, i guess you're right they just got lazy and fucking ported that UI to SMT V
Which i'm guessing Soul Hackers 2 is using Persona 5 Engine since it does have the same styling just not as extreme
TMS isn't made in UE4, its made in a proprietary engine.
UI also has nothing to do with engines and you're also confusing aesthetics for UI anyway.
This
You're better off looking for the UI designer
NOOEEE
Read
These people do still make their own system within these game engine that's what i meant when I said engine in my original statement
UI is the kind of stupid thing nobody wants to make because it is cumbersome and secondary to the program. The default box with buttons fullfils the same purpose.
Only the incompetent and women take pride in making that shit pretty.
Although it seems like they're using the same boring UI SMT V for the in game menu just with a bit more styling to it.
An early access version of UE4 was released in 2014 with the full version releasing in 2015 so there's no way it could have been done in UE4.
That's where you're fucking wrong and clearly shows your retardation
simple but stylish
Dilate harder, incompetent and never a woman tranny. You entire career is a joke.
And this why you don't use Google.
You know how games that use UE4 have the UE splash screen at the beginning?
TMS doesn't have that.
I think it's fine. Functional and isn't overly dense most of the time.
Are you fucking kidding me right now, you know licenses are a thing right?
What even is this for?
Are you an idiot?
Not that guy but you need better proof than a screenshot, especially in light of
Google says its UE4 but there's absolutely nothing out there to say it is.
Sure but its still very boring to look at, i guess they just wanted to make sure it looks visible on Switch handheld mode?
Colin McRae Rally 2.0, a racing game
youtu.be
Nigga, if they used it they're obligated to put the fucking splash screen.
What does the Don't Look At Me button do?
why is the left now pushing the term "UX"? what is their plan this time?
NO you dumb fucks you're not obligated to plaster splashscreens on your videogames if you don't want to unless it's on a contract or something
It just means User Experience
Nothing too crazy