The Rampant Coyote latest post this week talks about the development of his RPG game Frayed knights, and talks about how UI work is a hassle.
More information.I think I’m on about my sixth iteration on Frayed Knights inventory screens. The first three were with the first game. I’m on system #3 for the sequel(s). At least this time it feels more “correct” to me, but there are still some quirks that just don’t “fit” well. For example – stacks of items. While everything else flows well, when the player chooses to move, sell, or buy an item from a stack, it necessitates another dialog to choose quantity.
Okay, maybe it doesn’t necessitate, but I don’t know a better way of handling it. I don’t think players would appreciate moving one item at a time from a stack.
I’m finding parts of the game design getting tweaked due to needs to streamline the UI. Maybe that’s putting the cart before the horse, but not necessarily. The whole thing needs to work together as a whole, and if something is just too complicated to do (as was the case too often in The Skull of S’makh-Daon), then it just doesn’t happen. As a guy who spends more time playing dice & paper RPGs in an average week than CRPGs (I tend to binge-play the CRPGs), this can be tough to swallow. I want to be able to do anything in games. As a programmer, from a mechanical standpoint, it’s not very hard to come up with abstract means of representing all kinds of conceivable actions. And the part of me that cut my gaming teeth on text adventures, I’m used to all kinds of outrageous possibilities being permissible (“Pour vial of holy water into demon’s bathtub”).
But in modern game design, it’s all about streamlining the verbs, and being more creative with a more limited problem space that can be conveniently represented by the UI. And – to paraphrase the quote attributed to Einstein, “UIs should be as simple as possible, but no simpler.”