UI design, impact on game style.

Today we as players are offered more choices than ever before. VR, multi screen setups are some of them.
Designing a good and functional UI is not an easy task, and sometimes it can even pull a game in the wrong direction.

"Physical interaction methods and immersive technology such as VR headsets promise to challenge game UI design, allowing for a stronger connection between the avatar and character as both engage in similar actions at the same time. Technology provides an opportunity for deeper levels of interaction with the addition of audio and haptic elements. This will mean less use of non-diegetic UI." Source

In Elite Dangerous we are at the moment the ship, we are the SRV, therefor the HUD display is a part of our experience. In the future when we can walk around, we will need a different set of UI attached to the character.

It all depends of the type of game you want the player to experience.

"Game UI has a key advantage (or disadvantage from some perspectives) in that players are often engaged with the narrative and/or game mechanic enough for them to learn new interaction patterns, or forgive bad ones. This is likely the reason so many games have bad UI, as testing needs to encompass the core game mechanic while UI is seen as secondary." Source

There are two modes available in Elite, your character with the visor down or with the visor up / not wearing a helmet.
Visor down, will show a HUD like display, however when the character do not wear a helmet the UI design need to shift to a different UI system.

A complete Diegetic UI with no HUD elements to help to support the narrative, would be my first choice. Metro 2033 and similar games style UI is very immersive, and still gives the play all the information needed to play the game.

WIth the Engineers UI we experienced some UI parts that didn't amplified Elites ambivalent background or settings. In my opinion it pulled the game into a world set in another universe. The sliders, the "wheel" felt misplaced and just plain wrong. I know, it easy to point a finger, and a lot of time was sinked into that design, however that is how I felt.

So how could it be done? first I would not use the sounds used when the sliders are rolling the dice, they just enforce the gambling part of that mechanic. Secondly using sliders would not be my choice as it associate with gambling.

software-ui.jpg


This example is a simple PC tweaking app, however the UI in Elite could have been done in a similar way, this way you get the impression that, this is a tweak and not a gamble.

[video=youtube;67O7uAjk9YA]https://www.youtube.com/watch?v=67O7uAjk9YA[/video]
 
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Something more akin to the new Outfitting UI could work too. The way you have the rings that show your -/+ stats at a glance when browsing the list of available modules. It has the added upside that it actually shows your ship in the docking bay in the background as well! Another minor tweak outside of the UI: make the ship enter the hangar like it does when you select Outfitting while above ground.
 
Something more akin to the new Outfitting UI could work too. The way you have the rings that show your -/+ stats at a glance when browsing the list of available modules. It has the added upside that it actually shows your ship in the docking bay in the background as well! Another minor tweak outside of the UI: make the ship enter the hangar like it does when you select Outfitting while above ground.

Yes agree, that is a good design.
 
I find the Engineers gambling/casino/roulette UI style an atrocious, vile, irredeemable atrocity.

The only inspired design element is that if you click your left mouse button at the right time, you can pretend those animations and sounds were just a joke somebody put together on youtube. :)
 
I find the Engineers gambling/casino/roulette UI style an atrocious, vile, irredeemable atrocity.

The only inspired design element is that if you click your left mouse button at the right time, you can pretend those animations and sounds were just a joke somebody put together on youtube. :)

I must agree with you there, however I know that FDEV did this in their best intention, and when you are under pressure, you are most likely more forgiving in certain areas.

I would have prefered the same design as the module section, and used different sounds. Even if you used a totally misplaced sound as someone using a hammer on metal, it would have been better. UI and their social and or psychological influence has been studied in high detail in many universities.
 
Something I want/need is an option to removed un-immersive terms such as ''played'' and the horrible handholding button prompts that got added to our screens in late 2.0
 
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Something I want/need is an option to removed un-immersive terms such as ''played'' and the horrible handholding button prompts that got added to our screens in late 2.0

Like press (X) to take off? yeah handhold stuff is not welcome in my games either, and a function to toggle it off would be nice.
 
In Elite Dangerous we are at the moment the ship, we are the SRV, therefor the HUD display is a part of our experience. In the future when we can walk around, we will need a different set of UI attached to the character.

It all depends of the type of game you want the player to experience.

Am I misunderstanding you as it seems clear to me that we are not the ship or the SRV? VR reinforces this. The menu's are in the ship and 'you' are most definitely the pilot.

When/if we can walk about I would love FD to really run with hologram idea. Eg wrist mounts that project data above them (think R2D2 playing back the message from Leia) or menu's that float ahead of you and would be distorted by the environment.
 
Am I misunderstanding you as it seems clear to me that we are not the ship or the SRV? VR reinforces this. The menu's are in the ship and 'you' are most definitely the pilot.

When/if we can walk about I would love FD to really run with hologram idea. Eg wrist mounts that project data above them (think R2D2 playing back the message from Leia) or menu's that float ahead of you and would be distorted by the environment.

You can't get out of your seat = you're the ship in a sense of gameplay. Yes VR can get you some freedom, however that is not a part of the main game
per say.

In Metro 2033 the UI is attached to the Avatar and not a HUD, we need two types of UI in ED, one when you are in the ship/closed helmet, and one where you're without any helmet or in a ship.

metro2033.jpg
 
I would just be happy to have an in-game interface for modifying the UI colors on-the-fly, rather than have to fiddle with an .XML file and reload over and over.
Yes, I know there's a website, I've used it. But it would be better if it were integrated.
 
Like press (X) to take off? yeah handhold stuff is not welcome in my games either, and a function to toggle it off would be nice.
I would rep you but I must spread my creepy love to other victim... users first.

I am happy to see I am not the only one who hates the Press (X) to take off and all that stuff... its a cockpit not a TV screen
 
Anytime FD wants to get rid of that stupid hexagon and replace it with a loading sequence that makes sense (i.e. the mission board should be cached between the time I instance the station and the time I touch down). Just sayin'
 
(i.e. the mission board should be cached between the time I instance the station and the time I touch down).

Problem there is that the mission board updates every 5 mins. So if you're taking your time landing the board you've just loaded is out of date.

Land faster!!! ;)
 
Problem there is that the mission board updates every 5 mins. So if you're taking your time landing the board you've just loaded is out of date.

Land faster!!! ;)

The mission board does not always update at 5 minute intervals, trust me.

I would give my left leg (I need both hands to fly!) if the MB updated every 5 minutes. Qwent needs his modular terminals, I'm jonesing for firmware for McQuinn, and blast it if I haven't found any pharmaceutical isolators yet!

I really wish it refreshed every 5 minutes.....but it doesn't. The best way to refresh the MB without mode switching is to fly back and forth between stations in-system.
 
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