It’s time for the second ever weekly discussion topic, everyone! Before we continue, I’d like to thank everyone for all the interesting engagement we got on the last post. I was unsure if anyone would even comment at all, so seeing it be so active was really nice. Anyway, let’s get to it; this week’s discussion topic is Game UIs.
A UI (User Interface) is something that everyone should be familiar with nowadays; It is the visual and tangible way that we interact with computers, whether that be games or other programs. Specifically in relation to gaming, the UI represents the HUD (Heads-Up Display), the menus, and other things like status bars and dialogue boxes which all fall under the general term “UI”. (This discussion was actually originally just going to be about HUDs, as it is the UI element you will be seeing the most in a lot of cases, but I thought to expand it to encompass all elements as they often go hand in hand.) UIs can range from minimalistic to works of art in their own right, depending on the type of game and the design philosophies of the UI developers. A good UI should be easily navigable for the player; ease of selecting different options, clear display of critical information, and minimal confusion as to what any given button or toggle will do. The amount of information that must be displayed by the UI can range from minimal in a puzzle or traditional FPS game to massive in a simulation or a strategy game. It is an aspect of games we play that many don’t give a second thought to, but is very important for both accessibility and style.
Here are some questions and subtopics that I encourage people to discuss:
Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.
Game UI Database, a resource for browsing different game’s UIs
Interface In Game, another resource for browsing different game’s UIs (also contains additional information and articles)
List of all Weekly Discussion Topics (still being a bit lazy, I’ll have this up later today or tomorrow (feel free to kick me awake if I haven’t done it by then))
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Another issue I had with exoprimal (besides having only 3 maps and one gamemode, the mtx clusterfuck) was the UI. It was all over the place both in-game and in the menu’s. No idea where to look for.
V risings build menu was tedious as well. Putting everything in one big line made finding your pieces and their variants hard.
On menu’s: I don’t mind a few more clicks as long as the information is found intuitively and is clearly presented. Don’t try to reinvent the wheel. What I do like though is presenting them in an immersive fashion like metro exodus or an oldie: medal of honor multiplayer.
I think age of empires did a solid job of giving you the information you needed. Even as a little kid I understood what I was looking at.
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