Let's talk menus: What issues have you found in both Origins and DA2, and what improvements would you like to see in DA3?
I vaguely remember when I first started playing Origins and kind of fumbling through all the different menus trying to figure out how to manage all the inventories and quest logs and codex entries.
I only just started playing DA2, and the art design for the menus just feels weird right now. Maybe I'll get used to it, but it doesn't feel like a fantasy game menu. I don't know, I'm still processing how it makes me feel, but I think I'd like DA3 to use more of a fantasy art style for the menus.
Even though the Origins style of having all the menus in one place is a little intimidating, I don't really like how DA2s has things separated from each other. But, again, I'm still getting used to everything.
What are your thoughts?
Menus: Let's discuss.
Débuté par
Clark
, oct. 30 2012 12:21
#1
Posté 30 octobre 2012 - 12:21
#2
Guest_Lathrim_*
Posté 30 octobre 2012 - 12:24
Guest_Lathrim_*
I think DAII's menus are too modern. 'Tis a medieval fantasy game, and I think the whole game should reflect that. Instead, the main menu indicates the game is set in a modern, even futuristic setting.
The technical design itself is fine, though.
The technical design itself is fine, though.
#3
Posté 30 octobre 2012 - 12:28
DA: 2 menus were indeed too contemporary for the game's genre; the menus lacks that certain whismy appreciated in a fantasy context.
#4
Guest_Sharingan Master_*
Posté 30 octobre 2012 - 12:28
Guest_Sharingan Master_*
Lathrim wrote...
I think DAII's menus are too modern. 'Tis a medieval fantasy game, and I think the whole game should reflect that. Instead, the main menu indicates the game is set in a modern, even futuristic setting.
The technical design itself is fine, though.
Yeah, I took issue with the fact that it lookd almost identical to Mass Effect's. It was so incredibly out of place when compared to Origins' book menu. Hopefully they don't do that look again for DA3.
#5
Posté 30 octobre 2012 - 02:07
We should be able to see equipment up close in the inventory system. Of course, this only works so well in a game like Skyrim because items are so well designed, so equipment has to look good in the first place for this to work.
The junk tab in DA2 was problematic; there should be no useless items in the game and the
player, not the game, should decide what is valuable and what is worthless.
Each piece of equipment to come with a description and lore.
Bright and decorative menu design is preferable, rather than it being stale and dark as in both previous titles.
The world map was good in DA2, with the only problem being that there were not nearly enough locations to make it work properly. The idea of starting with a map of Kirkwall, and then panning out and to the left as more locations were discovered was distinctive and gave the game a sense of scale - up until the point that it became obvious there were so few locations.
One more thing: in the codices, scrolling down from top to bottom should not cause each entry to be marked as read.
The junk tab in DA2 was problematic; there should be no useless items in the game and the
player, not the game, should decide what is valuable and what is worthless.
Each piece of equipment to come with a description and lore.
Bright and decorative menu design is preferable, rather than it being stale and dark as in both previous titles.
The world map was good in DA2, with the only problem being that there were not nearly enough locations to make it work properly. The idea of starting with a map of Kirkwall, and then panning out and to the left as more locations were discovered was distinctive and gave the game a sense of scale - up until the point that it became obvious there were so few locations.
One more thing: in the codices, scrolling down from top to bottom should not cause each entry to be marked as read.
#6
Posté 30 octobre 2012 - 02:15
Re-hire the guy who did the DA:O menus. That is all.
Modifié par EpicBoot2daFace, 30 octobre 2012 - 02:16 .
#7
Posté 30 octobre 2012 - 01:41
I felt the DA2 quest breakdowns were a little too excessive. If I recall you had brackets for Main Quests, Sidequests, Companion Quests, Miscellaneous Quests, and Rumors. If a quest isn't currently available to me I don't know why it has to clutter up my log.
I'd also like the weapon/armor inventory to be tweaked. I'd love it if, when highlighted, the item stats showed red or green dependent upon if they are an improvement to your current worn item.
I'd also like the weapon/armor inventory to be tweaked. I'd love it if, when highlighted, the item stats showed red or green dependent upon if they are an improvement to your current worn item.
#8
Posté 30 octobre 2012 - 02:07
DA:O is to Windows XP as the 2nd DA is to Windows 8. DA:O's style was on-par with the feeling of the game -- gritty, plain, real, personal. The 2nd DA's style of interface was aloof, stylized, fancy, streamlined (like the jibes regarding IKEA furniture). The 2nd DA's interface felt more narrow (regardless if it actually was more restricting -- impression is more important than actual measurements).
Modifié par ReggarBlane, 30 octobre 2012 - 02:07 .
#9
Posté 30 octobre 2012 - 02:13
you know for menus they could make them look like scrolls or somthing similar, and when we save the game a featherd pen could start scribbling something down.
as for better menu's I would like to see more features, like typing in an items name instead of scrolling down endlessly
as for better menu's I would like to see more features, like typing in an items name instead of scrolling down endlessly
#10
Posté 30 octobre 2012 - 04:13
Yeah, I kind of agree that the Dragon Age 2 menu's were way to generic for fantasy. Papyrus/paper-ish is fine with me, it fits in better and does contribute (in a small way) to the overall feeling of the game. And I missed the pretty icons for items in Origins.
#11
Posté 30 octobre 2012 - 04:31
From my point of view, the objective should be for the player to be able to see as little of these menus as possible. So I'm not too bothered how they look.
More important is to include plenty of keyboard quick keys, and to allow the player to go directly to relevant screens without going via the menu - like being able to get straight to the attributes and resistance screens, and back, from the inventory screen
More important is to include plenty of keyboard quick keys, and to allow the player to go directly to relevant screens without going via the menu - like being able to get straight to the attributes and resistance screens, and back, from the inventory screen





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