Zloth
I smell a... wumpus!?
Poor writing hurts, that's for sure. It isn't a death sentence, though. Dragon's Dogma's story was pretty weak but I loved the game. In The Last Remnant, the overall story was OK but the main character was downright annoying yet I've put several hundred hours into that game. Tomb Raider's reboot was cliché and predictable but was still fun. If you've got great gameplay, it can make up for a bad writing. (The reverse can also be true: I can look past weak gameplay if you give me a great story to follow.)
UI doesn't hurt me much. So I need to click five times instead of two? Big deal. My mouse can take it.
Good thing, too, because I'm afraid great keyboard/mouse UI's are going to be hurting. More and more PC gamers want to play their games from their couch just like the console folks. That means console-style UIs. That means no pointer to hover over a button to indicate that it's time to pop up a tool tip explaining what the button does.
(In my work it's even worse. I start out releasing a program that has a fairly nice UI. Then the business asks for more features. Then some existing features change. Then there's even more new features. After a couple of years the UI gets pretty insane.)
UI doesn't hurt me much. So I need to click five times instead of two? Big deal. My mouse can take it.
Good thing, too, because I'm afraid great keyboard/mouse UI's are going to be hurting. More and more PC gamers want to play their games from their couch just like the console folks. That means console-style UIs. That means no pointer to hover over a button to indicate that it's time to pop up a tool tip explaining what the button does.
That's probably a game design thing. Remember they don't just start out with a big document that says exactly how the game will work. The game changes as it's developed. When crunch time comes, features have to get dropped. Ideally you wouldn't even design the UI until the last weeks but I don't think that's practical. Kinda hard to play-test with no UI.It is a riddle to my why gaming companies just can't or don't want to use aesthetics in developing an UI. A pleasure for the eye ! That's how it should be, imho.
(In my work it's even worse. I start out releasing a program that has a fairly nice UI. Then the business asks for more features. Then some existing features change. Then there's even more new features. After a couple of years the UI gets pretty insane.)