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Cum Dignitate Otium et Ludus

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Anonymous 11/11/2021 (Thu) 12:28:46 No.1388
>Modern game has a "minimalistic" UI with stock white text and black-and-white transparent rectangles Instant into the trash. Man, what the fuck happened to game UIs? They used to be elaborate, cool and fun. Having as much iconic gusto to them as the game itself, adding to the experience. Nowadays it seems they're trying to make games as forgettable as possible even down to most basic minute features.
>>1662 And here's Forza ones, at least the ones i am fond of. FM1's OST is a subject i might touch upon later, nostalgia fuel and something really hard to forget both in application and style. Also a racer for the Dreamcast, Tokyo Highway Challenge 2, a chillax experience if it wasn't for the strange steering system at times.
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>>1661 >Even though I like the game
>>1661 >What was the rationale for doing this in Resident Evil 2 (2019)? That it's a a shitty modern remake that ticks every checkbox for a nugamer?
>>1664 >>1666 I won't apologize for liking the game but I will not act like there is a lot of content missing from the game that should have been there to begin with. They botched the A/B scenarios, there is no multiplayer, PAID DLC COSTUMES IN A SINGLE PLAYER GAME, missing enemies, and of course the inventory. I am going to learn my lesson and just stick to the classics.
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>>1667 >I am going to learn my lesson and just stick to the classics.
>>1663 The User Interface in the second video is rather minimalist, but I really like it. It has nice subtle animations. That's minimalist UI done right in my opinion. It also fits the car theme, as it conveys a futuristic-technical mood. Such a UI would not fit a medieval fantasy game for example. Thanks for keeping the video size small.
>>1663 Though nice, you definitely get tired of seeing these after a few.
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>>1601 So... Mods won't fix it, because, modders have shit taste?
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>>1601 >>1692 I looked into it and found out that apparently SkyUI has some sort of theme support. Check this out: https://www.nexusmods.com/skyrimspecialedition/mods/35568 A bit bright maybe but you could fix that pretty easily in GIMP or something.
>>1695 Much better although the stock font still ruins it.
>>1695 Holy shit, hope.
>>1698 That's a major improvement. Now if only the game wasn't shit, but no mod can fix that.
Why do modern games even have life bars? Not like you can die.
>>1727 It's for the illusion of gameplay.
>>1730 Pressing forward is enough for a normalfag.
>>1727 You're lucky to even get a health bar, much easier to use regenerating health so the developer doesn't have to think as much about game balance.
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>>1515 Synthetik
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Sometimes we also get the reverse like the cluttered shitty mess that is Company of Heroes 2, that shit makes me ill and even CoH3s Alpha which is barely finished and minimalist as fuck due to that, looks better just because it doesn't fuck up your vision or draws your attention to everywhere but the fucking game.
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>>1764 >perfectly good UI >shitty mess
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>>1766 Cluttered fucking mess and you have yet to click any unit
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>>1769 >this >cluttered Have you played any other RTS, son?
>>1770 Cleaner than CoH2
>>1770 As much as I like Age of Empires III, I never liked how unnecessarily chunky the interface felt.
>>1795 Isn't it kinda part of the deal? I can't really imagine a proper RTS with a "clean" interface.
>>1795 I'm talking about how much of the screen the interface feels like it takes up. I'm not sure whether it's actually that big or if it just feels that way to me.
>>1799 Back then it was a way to make the game run better by limiting the screen size in a clandestine way.
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Minimalism shouldn't be automatically associated with lazy modern shit. It is a perfectly viable art style.
>>3146 This, it's ok when game that I like does it.
>>3147 I haven't played either of the games. also >missing the point entirely
>>3146 whether minimalism or something else, it has to come from a creative place, then even minimalism can look great. modern day so called minimalism is just corporate bullshit, easily slapped on carapace designed to be interchangeable. chasing a trend created by another corporate machine
>>3146 you deserve it, I fucking hate fags who push minimalism
>>3153 >primitive minuscule 2-bit brain take back to /v/
The issue with minimalist UI is the over saturation of it, there isn't anything intrinsically bad about a minimalist presentation (indeed there are numerous games that don't have any UI at all). Another example is when during 7th gen lots of games were 50 shades of brown, a mostly monochrome color palette has its place in the right situations but the problem was everyone was doing it regardless of whether it actually benefited the aesthetic of their game.
>>3154 what are you talking about, /v/ pushed minimalism all the fucking time back in the day >>3157 >there isn't anything intrinsically bad highly depends on the game, but I would argue games without UIs tend to be pretty shit, while soulful UIs are some of the most memorable like Diablo or Fallout or HoMM
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I love the Commandos 2 in-game manual.
>>3164 The notebook inventory is overused but that's a really nice looking one I gotta say.
>>3161 >I would argue games without UIs tend to be pretty shit If it's something dull like a walking simulator then absolutely, but then there's games like Abe's Oddysee/Exodus and Ico which aid their immersion by removing 99% of UI or integrating it into the game world (the LED displays in Abe for instance). >while soulful UIs are some of the most memorable Giving a UI personality is definitely important, even a minimal UI can have a recognizable identity through things like font choices, unfortunately most developers don't really try to give their minimal UI a defining quality.
>>3161 >but I would argue games without UIs tend to be pretty shit Only if the game is heavy reliant on UIs.
it's getting worse...
>>3161 >>3166 What do anons think about UI that disappears until prompted, or UI that can be disabled? Is it the best of both worlds?
>>3247 Contextual UI is a good middle ground when your game is complex enough to need status information but still has periods of downtime. The issue with disabling the UI is that most games don't provide enough alternative stimulus that you can use to gauge your current state, so as a feature it usually has more merit for screenshots or a challenge run.
>>3250 I meant more disabled at a click of a button, not in a menu. Also there are games where UI pops up when you hold a button for example.
>>3253 Ah, yeah that's a nice feature, don't see it very often (especially on console where there often isn't any free buttons).
>>3254 >console where there often isn't any free buttons Like what?
>>3255 Many console games use all available buttons for other game functionality, in particular genres that have to compromise with the reduced input vs PC (e.g FPS games).
>>3256 In my experience most games have vacant buttons that aren't utilized even when they should be. I know very few games where all available buttons, which is usually 24, are used.
>>1454 Resident Evil 4's save/load screen is an animated typewriter to go with the typewriter save stations in the game world. The remake replaces this with a generic save screen that could have come from any game. https://youtu.be/83BhJAZrXrc?t=329 Even if they did this for reasons of accessibility or flexibility, here's what they could have done instead: have the save/load data appear on sheets of paper, and then have an animated sequence to save/load them.

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