Video Games Inspire Great UX (2019)
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To take that further the most successful teams weren't the "smartest" or the "hardest working" but ones that had the fastest iteration loop. It drives everything else about the process, relentlessly optimize that loop and it was like a superpower that enabled teams to take more chances at whatever difficult thing they were trying to solve.
I don't work in the video game industry personally but tooling that allows for these fast iterations seems to be a common theme among success stories.
And if you look at the composition of a large game dev team, sometimes, tooling makes the largest part. I mean for programmers, not artists, obviously.
If done in quick succession it builds to a little sting at the fifth kill and if that wins the round, an announcer declares “ACE!” in a way that players clearly find extremely gratifying.
I’m not sure how to pull this off in an app. People have certainly tried, but, as an example, the ‘woosh’ noise when sending an email in Outlook isn’t something I look forward to.
However, I think I’d file this under ‘great UX inspires great UX,’ as there are plenty of games with bad or frustrating UX.
Also, is it a common thing now to call any complex branching hierarchy ‘fractal’?
Then we get to Doom Eternal, the sequel to Doom 4. Doom Eternal is a really fun game, but it's UI is a direct downgrade from it's predecessor. If you don't believe me, I suggest you compare them yourself: the difference is quite staggering. Gone are the easy-to-read colors from Doom 4, now replaced by strange and ugly gradients that waste too much brainpower to read and contribute to digital noise. The cleaner UI layout has also been desecrated, swapping the cooldowns to appear next to the crosshair and putting weapon stats in the corner... what??? I will never fully understand how any of this game's UI passed QA or sold as many copies as it did when it looks this ugly.
That being said, Doom 4 and Eternal are both fantastic games, and you can pick them up for pretty cheap these days. It runs on relatively low end hardware (any dgpu should work) and even runs on Linux!
1. Z-targeting in Ocarina of time, brilliant.
2. A bubble that eventually explodes limiting how long you can block in Smash Bros (clear visual indicator).
3. All of Destiny’s in-game menus.
4. WoW’s action bar/frame UI has yet to be dethroned.
Horrible UIs:
1. Eve
2. Those old Morrowind games
3. Crusader Kings
4. If anyone wants to see what a Windows operating system inspired UI in a game looks like, please download Black Desert Online.
Problems:
- Fast paced game, both keyboard and mouse are heavily used, with over 60 apm usually - Incredibly team based game. It is a team sport, even if you're good, if the rest of your team is bad, you will lose. - Players can't talk using the chat, usually. Because of the high apm requirement.
Solutions:
- Press alt. Almost every button will show a tooltip, flip the display to show alternative information or show extraneous information. Eg: "Flips the icons in the minimap to show hero icon instead of team based flag, shows neutral creep boxes, tower ranges", etc. - Hold alt and click anywhere. A chat based notification will be send as team chat. Eg:"I have 200gold, I need 300gold for Guardian Greaves, Gather for Smoke", etc. - Hold the Y key. A chatwheel will show up for quick chat replies. Eg: "Get back, Push", etc.
There is so much to learn from Dota's UX. Heck, even if complex webapps implemented the Alt flip feature, that would make a huge difference.
- Little portraits show which hero is which in the mini map
- You get a loud and obvious ding and visual effect when you get turret aggro
- This is subjective but the Art direction is way better. In Dota it's often very difficult to discern the players from the background.
I'm convinced this is part of how world of warcraft distinguishe[d|s] itself: characters aren't just cartooney, they're distinct. Zones feel entirely unique because of the appearance at any point.
As a result, I would say that most popular video games actually have very good UX, relatively speaking. Games like Overwatch have optimized around combat, games like Valheim have optimized around a really cool environment. A game like Minecraft has really nailed the UX of building and crafting for a lot of people.
[1] well, I wrote a Pong game once that used standard controls as sprites and just moved them around the window