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Dragon Age 3 UI?


204 réponses à ce sujet

#1
Chromie

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More and more games are moving towards a cinematic experience. Bioware has done doing this well with Mass Effect 1 and 2. Dragon Age Origins and DA2 had some great cinematic quailites. But there is one thing I miss from BG and Neverwinter Nights. Is a UI with a lot of information. I never saw the problem with having a combat log our see the health/mana/energy/etc on faceplates. Infact I find it more annoying to have to mouse over for a few seconds over someone's portrait just to find out how much is left. Though with DA2 and Origins we do have regenerating health. But I want a return to the old UI's with the screen filled with a chatlog of what has been previously said, a combat log so I can see effects or my damage output and I want it all optional, because not everyone would agree with me.

This is fine but just give me a combat/chat log and I would have loved it. I like having all my hotkeys or shortcuts at the top and draggable hotbar. 

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Honestly I wanna how this guy got the numbers under the portraits to show.  
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Call me crazy but I love having all this info in my face. With high resolution monitors  it wouldn't look as huge and still give me a lot of screen space, I play games at 1920x1200, for me in a squad based RPG like Dragon Age I don't want emtpy screenspace.  Glorious numbers and stat tracking.
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Now look at Mass Effect 1. On PC the UI was great. Out of combat we had nothing in our way in combat though with a simple press of the Space Bar we had all this.

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Now I didn't like Mass Effect 2's UI since it felt more consolized imo but it played like a shooter so it didn't bug me as much. I do believe there is room for improvement.

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For Dragon Age 3 I would like a UI like DA Origins. With all the info of Neverwinter Nights and Baldur's Gate. Just have options to hide the windows and stuff people don't want to keep people like me happy and the peope who want their view not blocked by the numbers. Or make it like Mass Effect out of combat it automatically hides though in DA you can end up fighting anywhere in ME2 you did not. I don't remember a fight in the wards, in the factory and such yes. Suggestions?

#2
neppakyo

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That'll never happen, sadly. Words and information confuse a lot of gamers.

#3
TEWR

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nepp spaek lez I ez confuzled...

#4
neppakyo

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The Ethereal Writer Redux wrote...

nepp spaek lez I ez confuzled...


dez leik da boom an da boobies

#5
Chromie

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neppakyo wrote...

The Ethereal Writer Redux wrote...

nepp spaek lez I ez confuzled...


dez leik da boom an da boobies


I r l33t g@m34

#6
neppakyo

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But yeah, a hybrid between origins and nwn UI ;) More combat log!

#7
mesmerizedish

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I agree. I like having a lot of information at my fingertips.

#8
FieryDove

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ishmaeltheforsaken wrote...

I agree. I like having a lot of information at my fingertips.


I vote hire Ish to do the UI. If not that then armor meshing for companions. Posted Image

#9
Chromie

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neppakyo wrote...

But yeah, a hybrid between origins and nwn UI ;) More combat log!


Drakensang's UI wasn't so bad and it's a modern game. Your able to hide the log so you don't see everything or just turn off rolls and the like. :bandit:

#10
andar91

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I sincerely doubt this will happen like you're saying. Before DA2 came out, Mike Laidlaw talked about wanting there to be a lot of information available, just not flooding a player who may not necessarily want or need it. THAT, I am okay with. But I don't think they're just going to make a log like in BG2 or whatever.

#11
Chromie

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andar91 wrote...

I sincerely doubt this will happen like you're saying. Before DA2 came out, Mike Laidlaw talked about wanting there to be a lot of information available, just not flooding a player who may not necessarily want or need it. THAT, I am okay with. But I don't think they're just going to make a log like in BG2 or whatever.


I'm ok with not having a chat log open all the time but a combat log I feel can help a player become better or at least find out what works and what doesn't.

A simple toggle for combat logs, chat logs and anything else doesn't seem like to much imo.

#12
Aesieru

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NWN2 the picture of Elanee... was Obsidian not BioWare.

#13
Luke Barrett

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Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.

#14
mesmerizedish

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Luke Barrett wrote...

Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.


I think that a game should be designed to take advantage of its platform's capabilities. It should scale. I do think that PC games should have a more advanced UI, just as I think that there should be lots and lots of voices to choose from for a voiced player character. But, you know... wishes, fishes, and finite development resources. Blech.

#15
88mphSlayer

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i like the simplicity of the layout

what i didn't like was how it looked like something out of a science-fiction game

where's the UI art?

Modifié par 88mphSlayer, 01 juin 2011 - 10:16 .


#16
ydaraishy

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Luke Barrett wrote...

Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.


Maybe I'm just a minimalist at heart but cleaner UIs suggest better, more usable design to me...

#17
Atakuma

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88mphSlayer wrote...

i like the simplicity of the layout

what i didn't like was how it looked like something out of a science-fiction game

where's the UI art?

I agree, it functioned well, but it wasn't much to look at.

#18
Aesieru

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All the bars in DA 2 were not as good as the clean appearance of DA:O.

ME looks like Sci-Fi or Ghost Recon... DA doesn't.

#19
ms_sunlight

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Have to say I like an elegant, context-sensitive HUD. Ocarina of Time was a masterclass in this; that's why so many games have copied its template.

#20
Aesieru

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I liked Republic Commando's interface.

http://image.com.com...1_screen002.jpg

#21
Brockololly

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ishmaeltheforsaken wrote...

Luke Barrett wrote...

Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.


I think that a game should be designed to take advantage of its platform's capabilities.


Bingo.

Don't cram a square peg into a round hole , please. If I'm getting a game on the PC, I expect it to play well as a PC game and to take advantage of what you can do on a PC. Just as much as if I'm playing on a console, I expect it to work well on a console and work well with a controller.

Problem with rushed multplatform development is you end up with stuff being designed to function optimally with the limited interface of a controller and the aging tech of a console, which leaves PC users with stuff that was clearly designed from the ground up around  the consoles and not a mouse/keyboard. I wish more devs would take after what DICE is doing with BF3, leading with PC and bringing down the as much as possible to consoles, resulting in a better game for everyone.

You saw it in Origins in even the basic things like how things like the Chanter's Board on the consoles was a drab looking list:
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Versus the PC where it looked like an actual board and was animated:
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Its the little things like that which help and in an RPG where you're likely going to spend a good amount of time in the inventory or looking at the UI, I don't think it should just be something thats sort of an afterthought, which is how DA2's bare bones sci fi menus/UI felt.

#22
Guest_simfamUP_*

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Origins' UI was great, it was simple and effective. I like pretty UI too. DA2 had some of the worst UI I have ever seen. It was ugly and just felt 'plain.' I think DA:O's UI is the way to go.

#23
Alex Kershaw

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Luke Barrett wrote...

Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.


Hmm, is it not possible that the PC market is small because everything is limited as it is ported to consoles? Am I being naive to wonder why not cater each version of the game to the specific hardware? Dragon Age: Origins, for example, was considerably different on PC in terms of the UI, and sold very well and got fantastic reviews. Am I missing something when I wonder why stray away from something that worked so well?

Modifié par Alex Kershaw, 01 juin 2011 - 10:48 .


#24
Auru

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Luke Barrett wrote...

Due to the cross-platform nature of our games expensive UIs (those that have lots of doodads and whatcha-hoozits) are very taxing on consoles and often limit how much other content we can put in to a scene at any one time without suffering a hefty framerate loss. Now, you could try to suggest that PC games should have a more advanced UI to support their superior (/flex) systems but I'm not sure how much weight that would carry, to be blunt.


On the one hand I really like how honest a reply this is.. really though please don't wreck your games UI because of consoles.. if you really want to release your stuff across platforms to reap the benefits then put more effort in and tailor your UI to each platform instead of trying to shoehorn some all in approach


please :(

#25
Maverick827

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Alex Kershaw wrote...

Hmm, is it not possible that the PC market is small because everything is limited as it is ported to consoles?

No, that isn't possible. The PC market is small (by comparison, of course) because the console market is more accessible, stable, and affordable. It's as simple as that: don't try to make it anything more than it is.