Hi,
I made a graphic displaying some flaws with the way Skyrim's interface handles screen real-estate. It is interesting how many basic rules of design were broken, as well as a few generally odd decisions. From what I understand, Skyrim's interface was intended to be streamlined and faster to use, but the result is the opposite. This is because the menu system is riddled with simple design flaws that slow down the player's workflow. This causes the player to spend far more time traversing the menus than is necessary, and less time enjoying the game.
It can be found here: http://tinyurl.com/skyriminterface
Any thoughts or suggestions to add to the chart?
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I agree; almost totally. As to the occasional objection that the game would have bits that look like a spreadsheet - that's why spreadsheets look like they do, and changing it to give it a different feel is like publishing a book for English-speakers in Chinese simply because the plot is set in China.
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However, the
Morrowind menus were also very bad because no words were displayed to describe inventory items - only tiny little itty-bitty icons some of which were almost impossible to differentiate visually unless you had very strong eyes and visual acuity to match. Having said this, double-spacing is for paper copy so that corrections and comments can be made. It is a drafting tool and has nothing to do with gaming and should be the first thing to go. Secondly, if memory serves me, the international standard for accessible font size is 14 points, not 48 points. Many of the younger generation like to view things in 8 point fonts. Hint: Font sizes should be adjustable - and all functions including secondary functions such as "Take All" should be bindable to alternative keys.
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The biggest blunder, by far, is the fact that different keys are used for the same action in different contexts. Go to a chest and remove some items. Then go to another chest and try to put some books away (and save the game first!). What happens is that you are more likely to try to transfer the book in your inventory the same way you just transferred the gear to your inventory. The book opens because you have to use the "R" key to transfer items in your inventory and the "E" key to transfer items in a container. But wait, it gets better! Now, because you opened the book from your inventory, you can't close it or put it away (unless you've read the instruction booklet – which you should never have to do for a game in a series and you are already familiar with that series). "[TAB] to put the book down" needs to go at the bottom of the screen with the other navigation indicators (such as M2 and M1 for forward and back).
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[Lot's of words considered "offensive" because of their "foreign" or class roots] - followed by an assortment of exclamation and question marks!
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Now for something more constructive. I'd like to see equipped gear grouped together first, followed by any unequipped favourites, then all unequipped quest items - and then other items grouped by classification. I'd also like to see the transfer or sale of favourites disabled (until they are "unfavourited" - and while people are at it, "defavourite" is a more likely construction given the active context in which the word is coined). I'd also like to see item stats listed in sortable columns to the right, instead of popup tooltips. The inventory also needs a "transfer all" for each of the item classes (e.g. "Transfer all weapons", transfer all apparel" etc.) wich applies only to items that are not marked as favourites. That would bring an end to sending items across to a container one at a time when one is usually preferring to be doing something else and is simply trying to offload plunder as fast as possible. Better user interface design could make this process much faster and much less of an interruption to gameplay.
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One more thing I'd like to point out is that there are no "abilities" in Skyrim. This has been ah, "simplified" down to Magica, Health and Stamina (or some such). What you see in the constellations are the perks trees (and it looks a bit like some compensatory opposite of "simplifying" down here). I think these are a grand idea and organised very well, but it would be better if there was the option to take in the whole "sky" at a glance. The usual configuration for a single hemisphere is a circular diagram of the constellations around the centre - and thus you can preserve the astrological feel of the perks trees while offering the whole picture at a glance (with skills on the circumference). And there would be room to the left or right for the eight abilities (strength, intelligence, willpower, agility, speed, endurance, personality, luck) that were, no-doubt, cut to make room for this astrological device in the game. This would allow the game to increase in sophistication without losing options - and that is what RPGs are all about; options.
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And, for the love of Talos; the best and, ergo, only correct way to display an inventory is as a spreadsheet. By all means, contextualise the inventory. Throw in some icons. Change the colours and the background. Play with the fonts. But an inventory list without adjustable scaling/font size, item stat columns and working sort buttons is worse than useless.
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Methinks the reason why the inventory breaks immersion has nothing to do with it resembling a spreadsheet and everything to do with it being such hard work to use.
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[EDIT]Typo[/EDIT]