Deleted Member 16721
Guest
I actually think a system that is still number-based yet shows you visual representations in a guimorphic (I think that's the term, using lore-friendly and immersive elements for the UI) way can be better and more interesting in a UI. I think modern games focus way too much on efficiency, showing you a bunch of numbers that have no immersive value and make the game seem like a spreadsheet.
Example, compare Diablo 3 vs. Arcanum. Arcanum has the guimorphic UI, it ain't as perfectly efficient as D3's but you feel it more. It looks like it matches the environment and the steampunk game world. In classic RPGs journals are books (Morrowind) that look like real books, and even the background textures and colors match the game lore (Baldur's Gate's stone/weathered look, etc..) Compare that to D3 or Skyrim and modern games don't even try to do that anymore, you get these boring white text on black backgrounds with no flavor or immersiveness at all. That is because they prioritize information and efficiency much too highly and sacrifice visual representation and immersion to do that.
I want to see descriptions with a worded range. In Lords of Xulima, I love seeing enemy's strength before fighting them range from Very Easy, Easy, to Difficult, Very Difficult, Titanic, Impossible, etc.. It's more interesting than seeing "Power Level = 374.5" or something. Same with weaponry and skills in RPGs. I'd like to see the basic damage and attributes, but the choice to have a lore-friendly, more interesting visual representation would be great. Baldur's Gate for example, show me the Saving Throws on a parchment with hand-drawn triangle charts showing how good the saving throws are. Look at this example, top right corner in the Tendencies chart:
https://i.ytimg.com/vi/dbB1QayT7gc/maxresdefault.jpg
It's not that great of an example but in an RPG character sheet with proper graphics and implementation it would be better to look at than simple numbers.
At the very least, have a range of word representations, Terrible, Poor, Good, Very Good, Great, Legendary, etc.. And if you hover over them you can have lore-friendly descriptions (Legendary. Your skills match the finest specimens in the known multiverse, you are basically a God among mortals, etc.. - see PS:T:EE for examples of that on the character sheet.) Rather than just simple numbers, this is more immersive and interesting to look at. Yet an option for a simple toggle to show exact numbers would be fine too (you don't want to get rid of the numbers in any way behind the scenes, and the basic, very important numbers would be shown on gear, etc.. You still want to know a helmet increases AC + 1 or a weapon does 2d4 damage, etc..) But for the character sheet and overall UI, improvements can be made, and a balance can be struck as well.
Obfuscating some numbers can be a positive thing as long as the game doesn't dumb down or remove them behind the scenes (and maybe gives the option to toggle exact numbers on/off. Or even have a separate clickable sheet to see all the advanced numbers.) People think I'm crazy when I say in ELEX I like how the game doesn't tell you exact details in every skill description. It lets you figure them out yourself, and also makes it so you don't sweat the minute details of them as well and not turn it into Spreadsheet: The RPG. Trust they will work is the idea and the implementation should match. In a real CRPG you would want to know more specifics, but I think it's boring as heck to look at a UI like Diablo 3's which just looks like a math textbook with no immersion whatsoever. One could argue D3 is going for that approach to begin with, but still, there is such a thing as too much information and information not being presented in an interesting way. The character sheet in BG:EE is hard to look at.
I want more UI's like Arcanum's. Or Baldur's Gate with improvements. Morrowind's journal with improvements. The quest log in Skyrim looks like a settings menu that doesn't even have any tie to the game itself. Where did the creativity go?? I think developers are so afraid that their players might get confused or won't know exactly where to go or what to do that they feel they have to guide every aspect and make it super simple for anyone to understand. Great strategy to make billions, terrible strategy to making interesting, memorable CRPGs.
Example, compare Diablo 3 vs. Arcanum. Arcanum has the guimorphic UI, it ain't as perfectly efficient as D3's but you feel it more. It looks like it matches the environment and the steampunk game world. In classic RPGs journals are books (Morrowind) that look like real books, and even the background textures and colors match the game lore (Baldur's Gate's stone/weathered look, etc..) Compare that to D3 or Skyrim and modern games don't even try to do that anymore, you get these boring white text on black backgrounds with no flavor or immersiveness at all. That is because they prioritize information and efficiency much too highly and sacrifice visual representation and immersion to do that.
I want to see descriptions with a worded range. In Lords of Xulima, I love seeing enemy's strength before fighting them range from Very Easy, Easy, to Difficult, Very Difficult, Titanic, Impossible, etc.. It's more interesting than seeing "Power Level = 374.5" or something. Same with weaponry and skills in RPGs. I'd like to see the basic damage and attributes, but the choice to have a lore-friendly, more interesting visual representation would be great. Baldur's Gate for example, show me the Saving Throws on a parchment with hand-drawn triangle charts showing how good the saving throws are. Look at this example, top right corner in the Tendencies chart:
https://i.ytimg.com/vi/dbB1QayT7gc/maxresdefault.jpg
It's not that great of an example but in an RPG character sheet with proper graphics and implementation it would be better to look at than simple numbers.
At the very least, have a range of word representations, Terrible, Poor, Good, Very Good, Great, Legendary, etc.. And if you hover over them you can have lore-friendly descriptions (Legendary. Your skills match the finest specimens in the known multiverse, you are basically a God among mortals, etc.. - see PS:T:EE for examples of that on the character sheet.) Rather than just simple numbers, this is more immersive and interesting to look at. Yet an option for a simple toggle to show exact numbers would be fine too (you don't want to get rid of the numbers in any way behind the scenes, and the basic, very important numbers would be shown on gear, etc.. You still want to know a helmet increases AC + 1 or a weapon does 2d4 damage, etc..) But for the character sheet and overall UI, improvements can be made, and a balance can be struck as well.
Obfuscating some numbers can be a positive thing as long as the game doesn't dumb down or remove them behind the scenes (and maybe gives the option to toggle exact numbers on/off. Or even have a separate clickable sheet to see all the advanced numbers.) People think I'm crazy when I say in ELEX I like how the game doesn't tell you exact details in every skill description. It lets you figure them out yourself, and also makes it so you don't sweat the minute details of them as well and not turn it into Spreadsheet: The RPG. Trust they will work is the idea and the implementation should match. In a real CRPG you would want to know more specifics, but I think it's boring as heck to look at a UI like Diablo 3's which just looks like a math textbook with no immersion whatsoever. One could argue D3 is going for that approach to begin with, but still, there is such a thing as too much information and information not being presented in an interesting way. The character sheet in BG:EE is hard to look at.
I want more UI's like Arcanum's. Or Baldur's Gate with improvements. Morrowind's journal with improvements. The quest log in Skyrim looks like a settings menu that doesn't even have any tie to the game itself. Where did the creativity go?? I think developers are so afraid that their players might get confused or won't know exactly where to go or what to do that they feel they have to guide every aspect and make it super simple for anyone to understand. Great strategy to make billions, terrible strategy to making interesting, memorable CRPGs.
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