First a bit about myself, I've been working as a graphic designer and artworker for 10 years, the last 6 of them as a freelancer for various clients, my main fields are on/off-line user features and graphical interfaces. I have a degree in Advertising and Online design from the Danish Graphic Art school. So im not talking completely out of my behind when I grumble over some of these things

Some thoughts on the existing GUI
I can understand the idea of not having to create two separate GUI's, one for consoles and one of PC. Also it feels like when the discussion was up on how to create the GUI, it was favored that this is information that would be accessed hundreds of times during a playthrough, so it shouldn't be cumbersome and easy was favored over design, unfortunately in the process quit a bit of what makes a GUI intuitive was lost.
One thing that is important when creating GUI's is that it should be intuitive to the user, it should in a short time become second nature to you use. So what is wrong with the existing GUI? It ruins the flow of the game...
First of all, you can break menus and information up in two categories. Up-time and Down-time. Up-time is what you use during live gaming and down-time is the opposite, they pause the game.
The Wheel
As per se, there is absolutely nothing wrong with it. The constellation of a wheel-like menu has been in gaming for years, and before that has been used in many programmes and interfaces where a top-like menu isn't favorable. The wheel is easy to access and quickly gives you the desired information.
Items and Magic menus
For a RPG, these menus don't offer much in immersion but they are easy to navigate. Design wise they look more like an inventory listing in a Storage management interface, but that is a choice of simplicity over actual game-design.
Active Effects
I don't like at all that this rather important piece of information is hidden away in the Magic menu. It should be easy-to-access with a press of a hotkey button and/or as a sub-section of your journal. I had played several hours before I actually saw that I had some negative effects on me.
Journal
The Journal is every adventurers Guide to the Galaxy, in ALL RPGs, it is where you gather information about you do's and donts in your little fantasy world. But in Skyrim it feels like its added almost as an afterthought. For a game this size, the information about your quests and general progression in the game is lacking at best, non-existing at worst. Each quest should have a print-out of the conversations initiated and key points about the individual quest progression, it has no bestiary, it has no overview over my Alchemy, Enchanting or Smithing recipes. It offers non of the things that is expected in a game like Skyrim. It does not feel like a journal, you could put it into a first person shooter and it wouldn't make any difference.
Map
I like the map because it gives you the impression of how big this game really is. But I think I would have preferred something more in-style with the actual game. As far as I know they haven't invented the GPS satellite in Skyrim yet.
Skills
Now all of the sudden we get immersion all over the place, with star-like constellations that greets you with perks and skills and whatnot. Understanding the skill/perk-system in a game like Skyrim is very important, because these are the tools you use to define your character. This menu is what would be considered legal down-time, because here you want to spend time dwelling on your character progression. Much like how the journal should be.
But when you look at it in detail it really is rather cumbersome to use, it offers no way of looking at a skill tree with perks in a whole, and besides the simplest of information it does not give you much in the way of planning ahead. Pretty graphics does not equal information gathering. For example, why isn't there a list of all my perks "as is" with a rundown of what I've gained with my character? Little things and details that is expected of a RPG the size of Skyrim. Much like the journal this lack of detail makes the game feel smaller than it really is.
The Favorites
I shudder to think how this feature has gone through from idea to execution to Q&A. Why aren't there sub-menus in the favorites?
It is a vital part which is missing. WEAPONS, APPAREL, MAGIC, POTIONS, SHOUTS, ALL. This would be a tiny change that would make a big impact. I've made a quick sketch on it just to illustrate what I mean (http://www.breadcrumb.dk/stuff/shouts.jpg, http://www.breadcrumb.dk/stuff/magic.jpg, http://www.breadcrumb.dk/stuff/potions.jpg)
Quick bar
The quick bar is fine, except you cant assign anything specifically for left or right hand. If I've chosen to have two daggers in slot 1, and I have torch in slot 2, if I press 2 it breaks my slot 1 and I have to go back to Favorites and select the second knife again. Im also missing an overview of what have been assigned in the quick slots, press and hold "X"-key to view quick bar or some such.
For a game that does so well in distinguishing between what you can assign to left and right hand, to me it is rather odd that the GUI does not follow up and supports the use of it.
Summary of lacking or missing features
- A menu system that supports the games overall design style
- A journal that has what is expected in an RPG
- Expansive quest entries.
- Learned spells and levels
- Learned Alchemy/Enchanting/Smithing recipes and formulas
- Bestiary (?). This could be expanded with progressed knowledge, like if you hit a frost spider with fire you get a journal entry that states frost spiders are vulnerable to fire.
- Player notes, a diary type system where you can write your own notes. This could be combined with custom markers on the map. - A better overview of skills and perks
- Differentiated Favorite menu, where you can choose what list you want to view
- A better quick bar feature, that supports the dual wielding features in the game
- A map that does not look like its an image from a GPS satellite.
Overall this game is bloody awesome, and I've already played it to my fingers bled. But the GUI feels unfinished in some way, when I saw the first E3 demo I was sure that the GUI we saw there was a beta model and the final version would have something more in style with the game.
best regards
ngen



