Building games that can be understood at a glance
stfj.net
stfj.net
Here's one great thing about ItB that was not discussed in the article (probably for brevity!). When you're deciding what moves to take, the game will show you the effect of the move you're about to do. This is really handy because often your moves have knockback, or splash, etc so it's challenging to figure out on your own what exactly your move is going to do.
The not so great thing about ItB, visually, is that after a certain point in the game the grid just becomes too cluttered. This is because every enemy in the lategame has effects, splash, special moves, etc. It becomes difficult to parse visually. If the article had dissected a screenshot from the late game, they probably would not have come to the same conclusions as they did.
Otherwise I think there's a bit of growing visual complexity inherent in the growing actual complexity of the grid, and reducing it in some other way might hide from you information crucial to your next tactical decision.
I think the game's supposed to be pretty moddable, so I imagine this kind of thing might even appear as a mod at some point, if you don't want to do it for yourself.
You might like this article on RockPaperShotgun that does a bit more of a deep dive on the interface design challenges during ITB: https://www.rockpapershotgun.com/2018/03/05/into-the-breach-...
We've sold the game and now it includes a tutorial with written explanations of what to do. In my view, the tutorial is unnecessary, because it's far nicer to just show the level and have the player figure out what the game is about intuitively.
I played the pre-tutorial version and I found it highly intuitive and easy to get in to, I think you really nailed that aspect. Thanks for the great game!
Do you mind letting us know how much you were able to sell the game for?
And sorry, I'm not sharing details about the sale, but I'm quite sure the new owner was able to turn quite a profit. He built an entire company around Loop, making around 10 new games.
Probably not your fault since you sold it, but just fyi that their are too many ads.
Ah, that explains why after an update a while back, I started getting notifications advertising other games. That shit earns an app an instance uninstall.
If you're going to give an example of slay the spire doing something wrong, show an alternative. The slay the spire shot has 13 artifacts active, and 5 status effects, and the criticism is that twitch stream viewers don't know what they do? That makes no sense.
A) Twitch stream viewers wouldn't know what anything does from hearthstone either.
B) There's no way you're putting all that text on the screen. It wouldn't fit.
C) Nor should you. I suspect most gamers who play slay the spire have put over 20 hours into it, and damaging the advanced player's experience for the noobs is a dangerous tradeoff.
He describes it as "criticism," but doesn't convince me there's a way to make the interface better. In fact, I'd go the opposite direction and suggest that hearthstone is too simple a game in the name of simplicity.
I didn't read the whole article, save searching for "slay the spire" and reading the accompanying sections, but I agree with his criticism of it, assuming those little status icons below the characters really are as important as he says.
And why is your health in two locations and two colors? Maybe there's a good reason, but if I take the author's word for it, it is redundant and raises more questions than answers at first glance. I'm primarily a developer, so I've only dabbled in formal UX study, but it does seem like the game is just giving up easy design wins. Design is subjective, but I suspect many UX folks would agree with him.
Having the own health only in the top bar on battle screens seems wrong: the enemies have it fully displayed, and in battle health development is obviously especially important to see, so the bar-representation makes sense.
Removing it from the top bar just on battle screens doesn't seem to make that much sense either (do you pop it back in when a full-screen menu appears during battle, which covers the player character? redesign those screens to be more cluttered, just so the bar on the character is visible?)
One can argue about the importance of the status icons. For some of them I'd prefer it if they (or rather, their effects) were more noticeable, others are not that important most of the time. On the other hand, them being were they are the important facts are displayed fairly compact and leaving lots of room for the really nice graphics - I'd disagree that the overall screen is cluttered.
Moving the energy stat next to the End Turn button would probably make it harder to forget to spend it - you'd think only youtubers do that because they're distracted by commentating (looking at you, NL), but it happens to all of us.
I've also found it weird that the draw deck is on the left but the hand adds new cards from the right, so the card draw animation has cards flying in from the left to the right and then moving back left again.
(I don't participate in the StS reddit but I'm sure these things have been brought up there.)
Into The Breach is beautifully successful at this. At any point you see nothing but the current state of the board. Everything that can be memorized is hidden. But for accessibility you can always quickly get at token meanings, stats, etc.
https://technode.com/2018/04/25/mini-game-balls-viral-wechat...
>- Is turn-based
>- You have a number of units.
>- These bugs are doing something bad to the cities and tanks.
>- Things are exciting and literally on fire
>- The kind of tile you are standing on has a tactical effect (advance wars-style)
>- It's science fiction and involves TIME PODS (also literally written on the screen, these guys are geniuses)
I get none of this from the screenshot, it looks like a huge mess
[1]: https://www.mobygames.com/game/gameboy-advance/advance-wars/... [2]: https://www.mobygames.com/game/gameboy-advance/fire-emblem/s... [3]: https://www.mobygames.com/game/dos/x-com-terror-from-the-dee... [4]: I saw this screenshot a few days ago and thought it looked cool. I basically only understood: "has spider tanks", "plays like Advance Wars", and "has decent production values".
If you're arguing that no UI can be better or worse than any other because it's all "art", that is absurd.
So for instance consider crafting in Diablo 2 vs Diablo 3. In Diablo 2 crafting was ostensibly horrible. There was no clear way displayed of how to do it, or what the result might be, and actually putting things in your cube was tedious at best. Diablo 3 refined this. And suddenly all relevant information was immediately displayed, items would be automatically taken from your inventory and the entire system was substantially cleaned up.
In a vacuum it's obvious which would be preferable. But somehow in game, the clean crafting system felt boring and tedious whereas the 'dated' crafting system, which really did feel like an anachronism, somehow managed to avoid this in ways that are really difficult to pin down. Those unnecessary obstacles often defy description yet are really what create the 'feel' of a game.
Gameplay and presentation are both intrinsically tied together and I think trying to formulate a cookie cutter definition of good versus bad is something that's unlikely to be productive.
I played every game the author mentioned minus some of the small mobile /webapp games mentioned later.
I found this article interesting though, I had never considered how similar designing a poster ad in photoshop or building a catalog in indesign is similar to building UX/UI in video games or even UX/UI in webdevelopment. Things like simple intuitive animations, color schemas, font choices, element positions, ratio sizing, etc. They are really all the same thing. At the end of the day a good UX/UI design is really just a well thought out teaching style.
A bad teacher/tutorial is like a bad UX designer, vice versa for good teachers/tutorials.
The ultimate example are mobile games. They optimized for profit by dumbing them down and adding addictive, simple gameplay loops. They also incredibly boring in longer term, but it doesn't matter because they've probably extracted enough money from you at that point.
This goes beyond gaming and applies to our industry in general. I strongly believe that having more complex, but powerful software is better for the society at large. Encouraging people to not give up when they encounter simple problems and promoting systematic thinking is important. But it's not as profitable and you lose users.
There is a middle ground somewhere.
I suppose the gaming topic made be rant, because it seems like a lot games being made now lack substance. But there are so many more games being made and so many more players compared to 10 years ago that I'm probably biased. I still think simplicity vs function is a tough problem with short term and long term pros and cons.
Take something like Civilisation. You don't need hours of tutorial to play the game. As the game progresses, it becomes more and more complex, but you start with 2 units, no enemies and no technology. After you build a city, technology is introduced. As you start exploring, enemies are introduced.
If civilisation threw new players into a typical midge scenario, players would need to read manuals and use tutorials and spend quite some time getting an overview of the current state.
Even complex games can start with the player playing a game.
And weirdly the mystery UX forcing you to pore through the manual and how to guides might actually be a good thing since even if you start out big enough to conquer and learn how to raise an army you're going to find it very frustrating when you lose it all and more happy because you didn't research the implications of gavelkind inheritance
What if the UI was good enough that it exposed some of those gavelkind inheritance implications?
Fair to say it's targeting a different market from mobile games where you see a screenshot of something that looks like Tetris crossed with Scrabble or Solitaire with poker hands and instantly understand the rules and what a good strategy might look like.
It is frustrating when something that was on the grognard end of things gets juniorized; I've seen a lot of complaints in that vein about the last Paradox Hearts of Iron iteration.
It's hard to please older gamers by crating something that feels new, but not too different or simplified and at the same point appeal to the new masses of gamers.
As others fairly pointed out my original comment was off topic. Creating good UIs is a worthy cause as long simplicity and mass appeal is not valued over substance.
As for mobile games, I will disagree. There is a huge inertia and lack of creativity. Everyone is trying to copy everyone else. Just look at the screenshots of a typical game in play store. Same style everywhere, they've even started to not show game content because it's just not there. Yet somehow I can run emulator and ejoy quality games with no input problems. Clearly it's not a limitation of the device.
If you play some Ludum Dare games, you'll see how important a good UI is to pick up a new game. You'll see lots of unexplained controls, unexplained mechanics, and indecipherable labels. And these little details will make or break games.
You don't have to like them. Not every customer wants to dedicate whole life to games.
I am thankful to mobile games creators that they did not rejected my demographics and interest group and started to make games that I can enjoy.
Truth be told I’m the same way with a lot of complex TV shoes. I do watch some like GoT but I’m pretty selective about it.
getting over it is extremely minimalistic, immediately accessible and exceedingly difficult
stellaris has a lot of layers, with the ux segmenting the game minigames for the user, but the core game loop is quite straightforward and the complexity mostly cosmetic.
triple town has both a simple interface and simple game rules, but complexity grows exponentially with the combination level, 2048 is more of the same.
there's no direct relation between interface complexity and game complexity; there's no even direct relation between rules complexity and game complexity.
It's a fresh take on chess and is well worth trying. You end up ranking to a level where every game is challenging.
[0] https://www.canva.com/learn/typeface-fonts/ (warning, js heavy scrolling)
compare and contrast: getting over it, freeways, tsuro.