looking at a bunch of RPG UIs and i have concluded that they are all inherently Bad or Okay and the only way to elevate them to Good is by removing functionality from them or making them slower to access via intermediary selection screens (which makes them worse the longer you use them IMO).
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FUCK ME.
You'll still have to go to the archetype menu to change anything so it's not like this is revolutionary, just more proof that the UI isn't well thought out lmao.
Sorry Wrex, I know you're talking, but I'm thinking about my fish
I find "gamified" mechanics (quest markers, restricted rest points, healing restrictions, etc.) way less immersive than any interface choices.
As for giving items "weight", I generally prefer having an inventory grid and having the restriction just being the number of items you can have on you. Actual weight in grams/pounds is less interesting from a gameplay perspective.
https://www.eurogamer.net/lets-talk-about-persona-5s-menus
I think the dual screen is perfect for both immersion and to make cleaner the screen where the action takes place.
Both versions of Ni no Kuni had amazing menus by the way.
I think minimalist UI can go too far but better too little than too much? (but I suppose RPGs need lots of... stuff. Necessitating text. But then, do they?)
runtime availability may be limited, however, due to various scheduling complexities.
It is indeed peak
Though if its a menu you're using a lot you don't really need to be actively considering them you will just instinctually learn them so then it becomes complex.
(For historical reasons a turn-based RPG is allowed to have strings of numbers as part of the hit animation but not to convey information.)
It’s no Forest of Doom.
Well, I played through the first two, but the third game "added" mouse "support" to the game, utterly ruining the interface and rendering it nigh unplayable
Ugly, hostile and borderline heinous AT FIRST but when you got used to it, it was so goddamn elegant and practical.
But maybe you are just running into the "printing numbers is hard" problem. Yes ... no real idea either.
Take inspiration from BotW’s main screen UI for tips on how to make it less intrusive if that’s your goal. 😄
But once you learn it, you realize it does need to be there.
The constant struggle between "new player friendly" and "enough depth to be interesting and fun."
https://bsky.app/profile/emiliog.bsky.social/post/3la5jpqt53b2d
The mass effect trilogy equipment menus go from indecipherable to good to very good.
Could you give some examples?
- what's your gaming experience?
- have you played on KBM or controller?
- what were you trying to achieve with the UI?
To build a complete picture and figure out the next steps, the devs >
And then, take this data (not just a few edge case impressions), build a normal distribution and see if this is even a issue that needs solving
But I see a lot of people praising its gamepad controls online, so as a dev I feel like I need more info
Such a gorgeous game ruined by go here stupid and don't forget which quests your doing dummy plastered everywhere ffs.
Try to apply "follow the wind gently touching the reeds until you reach the Really Red Forest" UI to WW1. Doesn't work.
Ima stick with my toony towns where I pick which silly contraption I will use to prank robots with