Retro – Diablo 2
Hello, everyone. As posted yesterday, I’m going to start writing some new feature posts for the blog. First up; Retro with Diablo 2.
Diablo 2 is an older game, initally released back on June 29, 2000, with the expansion Diablo 2: Lord of Destruction released almost a year later on June 27, 2001. While approaching the ripe old age of being a decade old, and being released in the US before the Playstation 2, this console has seen three generations of console gaming (Playstation/Dreamcast/Nintendo 64, Playstation 2/ Gamecube/XBox, Wii/Playstation 3/ XBox 360), and, yet, still stands in Gamefaq’s top game as of this writing (and second most frequent message board), which is updated daily. This is reason enough to see this game as a major influence in the gaming industry.
Diablo 2 was released by Blizzard and developed by Blizzard North. The game is a sequel to the earlier Diablo game, released November 30, 1996. It features te rise of the Prime Evils.
The game is done promarily in the gameplay screen, which features your characters health, items, and the world of Sancutary. The game uses a panel system (like the earlier Diablo) to show different information about your character. Enemy information is on top of the screen, with health and energy of the player represented by glass globes.
The panels open and close with a single click or button press. Te main panels are character, inventory, and skills. Skills has 3 subset of tabs for different skill trees, which are unique to each class. Inventory show the remaining space left for your character as well as what is currently equipped. The character panel shows current status of ytour character, from current and max health and energy, strength, dextereity, stamina, and intellegince (with modifications) and other stats for ytour character, like resistance and chances to hit.
Blizzard has their items color coded based on rank; Blue items are superior and have caracter boosters, Green are items part of a set that grant extra bonuses when used together, Yellow are epic and superior to Blue, and purple, which is superior to Yellow, and Gray to show an item is not worth your time. Each color is very distinct and when you hoever over one in the game screen, you know instantly if you want to pick it up or not.
A complaint I do have – enemy health bars. They are placed so out of the way (top of the screen), that it’s hard to play whack-a-mole with Demons, monitor their hralth, and mine as well. Placing them over the actual enemies would work much better. Would be even better if my health was above my head, as well.
Another thing – the map. The map takes a cue from the original, and places itself, by default, right over the character, obstructing the view of your character and surronding monsters with pointy swords. Since the game supports corner map it should have it in the corner by default.
Overall, the interface for Diablo 2 stands the test of time. It wasn’t badly put up in the first place, with only a few minor problems that could of been fixed if they had been noticed earlier. Everyone, look forward to Diablo 3, coming out whenever Blizzard feels we need a new addiction.
Summary:
Game: Diablo 2 – Lord of Destruction
Pros
- Panels used to hide information
- Good use of colors
Cons
- Health bar too far away from action
- Map covers up too much key information
Suggestions
- Move the health bar above enemies
- Push map into corner, or allow user to move map
Delay and New Features
Sorry. but there will be a delay on the next review; it should be up for tomorrow.
I will, however, say that I have three new features planned for the site, and over the next three weeks, a review using each will be written.
Head to Head (h2h) - This feature will compare two commong prodocuts/games own interfaces and to determine which one is the better interface, or if theya re just as good.
Retro - This feature will look at older games, but games that still have a lot of influence in the industry today, and see what parts of the interface has influenced today, for the better or for the worst.
Evolution (Evo) – This will look at the progression of an interface style from a series of games, from changes made from game to game, to reasoning and limitations at the time.
That’s all from me for now – see you tomorrow with a new review!
No Updates and Travel
Sorry, no updates for today or next week.
Another project has been taking up basically all of my free time for the past week, and, such, I have not been able t write another review. As well, since I am leaving for a competition this Saturday, and cannot gurantee internet access, next week’s update is also been canceled. But, I will see about having a review done up for the week after.
Everybody enjoy themselves.
Microsoft Office 2007
While I know most of my reviews have been on GUI in video games, I want to change the pace and do some business software analysis, as this blog is about GUIs in Software, and not just in games.
Microsoft Office – one of the most popular software packages out there for home and business use. Having been an MSWord user for years (and briefly switching to Corel for a few years, and happily switching back), and an avid user of several of the programs in Office 2003, I have to say, the sudden change in GUI has me, as a user, really confused.
For the most part, Office 2007 applications – Word, Excel, and Access – use a new “Ribbon” as opposed to the once standard tool bar on top, with File, View, Edit, etc. While this new approach is far more graphically pleasing, I find it much harder to use.
The first problem was the new grouping. While all the old “File”, “View” and other tools were still named the same, the selections below them have changed. As graphic buttons, instead of text, there is more wealth of information in the icon. Unfortunately, it’s such a radical change, that even with the new additional cognitive recognition techniques, I still have trouble finding features in 2003, and am convinced a lot of my favorite features were removed, since I can’t find them. For example, in 2003, by going under view, I can add new tools bars to my shortcuts, and be that much more productive. In 2007, after several months of using it, I still can’t seem to find that particular feature.
Another problem with the new ribbon is the amount of space it takes up. Each graphic is easily four lines of old commands in height. The new ribbon consumes screen real-estate like there’s plenty to go around, often pushing commands off the ribbon itself, to the little arrow to the right side of the screen, where users have to click it to get more options. Luckily, we can hide the ribbon by double clicking it (which I learned by experiment), but it would be even nicer if we can resize the ribbon, reducing it’s height, and have the icons dynamically change in size, adding the icons dropped onto the arrow onto the actual ribbon, instead of being hidden for all times.
While Word, Excel, and Access are all laying with their new Ribbon, Outlook is using the old design from 2003 by not using the Ribbon. This seems very inconsistent and, again, confuses the user. While users are adjusting to the Ribbon for word processing, when they go in to check e-mail and their calendars, they have the old interface staring back at them.
Why didn’t Microsoft make the Ribbon more… optional? Encourage users to use it, but don’t force it on them. User should of been able to select new mode or old mode, as they feel like it. I have no trouble in at least trying to learn how to use it, but I don’t like being forced to re-learn everything. When I have a big deadline coming up, the last thing I want to be doing is fumbling through the GUI, trying to find how to highlight things. I want to be able to switch to old mode, highlight something, and then continue working.
Also, it would be nice to see some application of Learning-Algorithms. For those not familiar with the term, a Learning-Algorithm is an algorithm where the computer learns as it processes data, and adjust itself for greater effectiveness for new data. An example of this can be seen in FireFox’s 3 new search feature of past sites, where the returned results are ordered based on relevance to the query, as well as frequency of visit and last visit. By visiting particular sites frequently, FireFox starts to learn that these are very relevant sites and might be of interest for any searches that meet the criteria. A second example is the Quick Program launch in Wndows XP and Vista under start, where frequently used programs are shown, for easier access. Office can use this idea by monitoring what functions and features users are using on a regular basis, and adjusting their position, having very regularly used functions and features appear higher on the ribbon, and pushing back what’s not used. Of course, since this changes where things are placed, this should be an option, otherwise, an unaware user might be wondering where the Font feature went to, when they’ve been doing alot of text alignment for the past little bit.
While if this has been a new suite of software, instead of a next-generation of the Office Suite, this change would of been fine – users would of expected to learn how to use it and explore the features of it. However, considering that most users using Office 2007 are not new to the product, but were users of the 2003 version, this sudden change can be very frustrating.
Also, what happened to the Help? 2003 had some of the best Help documentation I have ever seen in any program. I could type in really weird functions and request and find the right result would always be in the top 5 returns. Now, in Office 2007, when I do a help search, it brings back so many irrelevant documents, it’s quite ridiculous
My last beef; the office icon in the top right corner, that replaces the “Files” commands. There is no intuitive action that says this is actually clickable. Usually, the top right hand corner holds the programs icon, which has no real use, outside of closing and moving the window in most cases. Now, it houses the area about saving and new file creation, and more functions related to Office in general. There is no reason for experience users to actually know it has a use, unless they’ve been using Vista, n which the new “Start” icon (which is now the Windows symbol) is located and looks fiendishly familiar. Again, there’s no reason to think this is clickable by it’s location and appearance, unless you actually click it or hover over it (in which, there’s a change in the highlights).
When users want to upgrade to a new version of a software, the only question they should have to ask themselves is “Do I want to spend x amount of dollars on new features?” and not “Do I want to spend x amount of dollars on new features, as well do I have the time to learn everything from the very beginning?” The ribbon is a good concept, don’t get me wrong, but forcing it on a new user base, when, as long as I can remember, the interface to Office has not changed that much, other then adding some new commands.
It’s not that the Ribbon itself is bad; it’s a nice feature, using icons and text to represent what a function is, as opposed to just text. However, it’s the method of deployment Microsoft went about doing it. When you release software where every day business requires knowing where commands are and thousands of deadlines depend on knowing where to change the layout the page, people don’t want to be fussing about, trying to find it. Give people the option, so that, when their job isn’t on the line, they can learn how to use it. The ribbon is probably a far more efficent tool then the old method but it requires to be trained in how to use it, and some people don’t have the time to play with it out of the box.
Summary:
Program: Microsoft Office 2007 Suite
Pros
- New icons are more intuitive
Cons
- The ribbon is too different from the old system; old users need to be re-trained
- Inconsistent new layout; some use the new ribbon, others do not
Suggestions
- Make the ribbon optional, but make more of a push on load to change
- Give Outlook the same ribbon
World of WarCraft – Original and Burning Crusade
World of WarCraft (WoW) is an MMORPG game developed by Blizzard Entertianment. It’s a new direction for the franchise from it’s original origins as an Real-Time Strategy game – WarCraft, WarCraft 2, and WarCraft 3. While it seems a little, being released in the fall of 2004. it does have a new expansion coming out this fall (Wrath of the Lich King).
One item that makes writing a review on the Interface of WoW hard is the fact that Blizzard allows the use of Add-Ons. Add-Ons are additional modules (usually developed by individuals who play the game) to extend or modify the capabilities of the original system. As such, any problem you may have with the Interface, there’s a strong chance that there’s an Add-On already released that changes it to something you would much rather. I like this approach, as it allows for users to create an Interface that they are comfortable with. For the purpose of this review, I will be discussing the normal WoW-client, as how the game comes right after a fresh install.
The general gamescreen that players will be staring at the most, while slaying giant rats and rabid dogs, is laid out with the map in the top right corner, character health and energy/rage/mana in the top left corner, enemy health top-center, and action toolbar bottom center.
The map is fine. It shows the immediate area around the player, with adjustable zoom levels. Players can select from a drop down if they want to “find” something, which displays the object in question as a yellow dot on the mini-map. NPCs with new quests are shown as yellow ‘!’ points, and those that are the destination for finished quests are yellow ‘?’ marks. Nothing much to say about the map. Pretty standard and no real faults or praises I can give it.
Moving on to character and enemy information. Hovering over a character brings up a small text box, with minor information, like level and name (this use is expanded greatly by Add-Ons). One interesting thing is the characters mana/energy/rage bars. Instinctively, looking the bars alone, informs the user if it’s a warrior, a rogue, or a caster. This is a quick and easy way to tell the difference between a Warrior and a Paladin (both mail/plate wearers) and a Shaman and a Rogue (not that’ll be seeing the Rogue before it’s too late). However, there’s no way to tell the difference between casters by the bars and avatars alone. It’s a little unbalanced, as it gives the two more melee classes away faster then the magic ones. Different colors for each class would be nice, however, with abilities like Mana Burn, which drain mana, different colors for each class would be harder on the players, trying to figure out if Mana Burn would be effective (where, on Rogues and Warriors, Mana Burn has no affect on them).
Next up; the action bar placement. WoW places the tool bar on the bottom of the screen, akin to the placement of a dashboard of a car. Most people follow this logic and place similar tasked items in the same location. However, considering that most of the action in WoW happen on the ground, where the action bar is placed, as opposed to the air, the top portion of the screen that is relatively left free, makes one wonder why the action bar is placed on bottom, interfering with objects that are more relevant to the player’s gaming experience, then the blue skies of Azeroth? Again, as seen in Grand Theft Auto 4 with the stats page, this is commonly seen in most games (Diablo 2, StarCraft, as two examples) where this is seen, and can probably be marked down as “This is how it has been done in the past, so that’s how we are going to do it”
A shorter review then usual (650 words instead of 1000+), but this comes from WoW’s ability to customize the expierence. With Add-Ons and built in interface options (scrolling combat text, dialogue pop ups, etc.), it’s hard to do a review to cover all of WoW. I’m rather impressed with Blizzards ability to allow users to make their own custom interfaces, hand tailored to what the player wants, which might make WoW one of the best interfaces in the industry, though, not nescarily the friendliest, considering the pain it is to keep up to date all of your Add-Ons with new epansions and patches are released. Whether there will be a review when World of WarCraft: Wrath of the Lich King is released or not, depends on how many changes are made, which I don’t suspect there will be much.
See you all next week!
Summary:
Game: World of WarCraft: Original/Burning Crusade
Pros
- Custom built Interfaces from Add-Ons and Options
- Different color bars to tell what kind of secondary points the player has
Cons
- Color bars give some classes away, and conceal others
- Action bar placement at the bottom of screen
Suggestions
- Different colors or bar styles to represent classes/secondaty point types
- Placing action bar at top
Welcome to Interfacin’!
Interfacin’ is a blog that looks at modern Graphic User Interfaces (GUIs) (Hence, “Interfacin’ “), and look at some flaws and ways to improve them.
Interfacin’ has been a small project I have attempted a few years back. I want to use this as a way to test and gain some experience in designing user interfaces, before heading into the real world, as well as build up my writing capabilities. Any comments would be greatly appreciated, and pointing out any flaws in my thinking thinking would be great.
A little bit about myself – I’m a Graduate Student studying Computer Science, doing my research in Information Visualization. I’m 22 and have been an avid gamer since the age of 6 (when I received my Super Nintendo) and a lighter console gamer before that (with an Atari system).
Sometime next week, I hope to have my first critique, so I shall see you all then!
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