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Cum Dignitate Otium et Ludus

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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.
Everything has this modern minimalistic look nowadays, not just in games. All websites, phones, TVs, cars etc look the same. I wouldn't touch any fucking modern game so it doesn't really bother me, but yeah its terrible.
>>1389 With games it frustrates me more because unlike those other things where it might have been mandated by the higher-up suits to boost the sales, and there's no inherent artistry in phone or website design, with vidya it's a conscious decision to make your game worse and less unique, coming from the creators themselves. I guess because more and more of your typical Apple-buying cattle crowd gets into "game design" and pushes for this cancer. And japs then copy the gaijin verbatim because those games sell with the similar normalfags.
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I don't mind "minimalistic" UI if the game is minimalistic to begin with or to kick out most of the possibly distracting elements in a view with many depths of layers. Two examples: GTA IV in Online mode only had 4 things and one in each corner, area name when prompted, weapon & bullets, small map and notifications of important actions when prompted too; all small enough to have a wide view. Forza Motorsport 3 is still one of the best made clean UI interfaces and mind boggling it could never be replicated in terms of polish after 10 years, the customized car previews even look pre-rendered due to how good it was. Minimalistic no-identity UI inside a stylized game like Zelda, Mortal Kombat or God of War i find very little justifications to do that tho, seem like placeholder assets that were never replaced to me. The more people you put in a project the more chances you have for someone to not like something so it all dumbs down to the common denominator thing that makes people the least mad, at least if you don't have a unified creative head team calling the shots, in corporative game making that exists but it's only symbolic, the real bosses there are the HR fags and the timekeeper managers. >Apple-buying cattle crowd lol, it can fall down to that too, some fags think some of that stuff distracts rather than add to the vibe. And like many problems it is the context, the area where many games are made, Silicon Valley, is the biggest Apple cattle grazing area in the world so it's like putting some fruit near the bad fruit and expect the normal ones not to degrade. Or should i say apples?
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>>1391 >or to kick out most of the possibly distracting elements in a view The minimalism of UI isn't really in the amount of objects on screen, a lot of games dating back even as far as the 4th gen would have HUD elements disappear until summoned or prompted, or have very few objects on screen entirely. So this isn't really an issue that the modern games decided to "boldly tackle". This minimalistic plague of today is a deliberate design choice to strip any identity and style away, replacing it with this sterile, standardized and uniformed cross-media look to signify the total control over all of media. I'm not really a tinfoil kinda guy, but it does feel like some commie "no excesses" type of subliminal bullshit, with plain basic fonts and geometric layouts, to keep the masses nice and unimaginative, ready to receive the "correct" information across any medium in a style they're used and highly susceptible to, clapping their hands as they recognize things. >Forza Motorsport 3 Such type of UI thematically works with vroom vidya due to inherent soullessness of machines and I've seen it in many a racing game. Perhaps it's one of the places where it leaked out when your "gaming university degree" designers started looking for clean minimalistic UI examples. >the area where many games are made, Silicon Valley, is the biggest Apple cattle grazing area in the world And coincidentally all progressive leftyland.
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The first game I remember having a noticeably out-of-place "minimalistic" and monochromatic UI with bland, modern-looking fonts was Skyrim, so I'm blaming Todd. It works fine in games with futuristic/sci-fi settings (e.g. Half-Life 2), but it doesn't work at all with fantasy/medieval settings. It's probably so prevalent these days because it checks all the "accessibility" boxes, but I typically find flat, minimal UIs less intuitive and more cumbersome than stylized UIs that pop out at you. That goes for all software, not just games.
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>>1394 Though I would like to blame Todd for everything myself, this cancer started way before Skyshit. GTA 4 was already trailblazing in that direction. >It works fine in games with futuristic/sci-fi settings Even in sci-fi you still want some style. Like in HL2 they went for a unique font and color to tie it all thematically with game's usage of orange/yellow tones, evoking the bio hazard vibe. >I typically find flat, minimal UIs less intuitive and more cumbersome than stylized UIs Makes sense since every window, map or button looks the same and is harder to see due to translucence and thin lines. I mean looks at that God of Soy HUD, you need to squint to see anything even in HD.
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>>1394 Especially Skyrim is ultra bad. So bad that the top mod downloaded tries to fix it. But you can't polish a (minimalistic) turd, it's artstlye is still minimalistic bullcrap.
>>1393 >The minimalism of UI isn't really in the amount of objects on screen It isn't but it was an important factor in IV, explosions didn't rock or add a quick filter in the screen either like modern games, let alone the also quick change of tones/highlights when a target "dies" out like V had which makes things annoying along with the music stopping after several wanted levels. It was minimalistic in terms of not being obstructive nor distracting. >This minimalistic plague of today is a deliberate design choice to strip any identity and style away Yes, hence the "dumbs down to the common denominator thing that makes people the least mad" i mentioned. I agree, but i also think some people are lazy bastards, designing a quick minimal UI takes less reunions and less convincing a silly head designer who in theory should be the one designing such visuals before a single line of code is written. >to signify the total control over all of media I can also buy that but it would take the discussion far more into the uber ideology made to make people bots and foreign to uniqueness. Your commie commentary closes in hard to the subject but again some people are just lazy or want to avoid crossing dumb project leaders. >Such type of UI thematically works with vroom vidya due to inherent soullessness of machines Disagree, many games about cars ooze with style, FM3 style was about the showroom aesthetic, boundless cleanliness, a void with machine perfection (from our own eyes/choices) as the center, the sub menus are clean but the main menus are panoramic views of nature to project the viewer back into the real world so you don't get eaten. Music also reflects this ideology but that's another story. >And cohencidentally all progressive leftyland. FTFY
>>1405 Is it similar to Morrowind/Oblivion UI?
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Minimalism isn't bad, the problem is that when there's a design trend everyone jumps on it instead of using whatever style benefits the game I'd say the main appeal if minimalism besides "everyone else is doing it" is that it's usually inoffensive even when done poorly and just ends up looking forgettable, while elaborate UIs if you fail at making a good looking one everyone will notice. It's hard for minimalism to be memorable but it's also hard for it to be glaringly ugly (though not impossible as skyrim proves). I don't think there's some soul removing conspiracy in play, just laziness and lack of ambition from the designers and probably higher ups wanting their clean UI like those other games that sold There's some games with UIs that are minimalist but full of soul and memorable like early wipeouts. The difference is designers have a shit and put a lot of love into the UI instead of using minimalism as a crutch >>1390 >unlike those other things where it might have been mandated by the higher-up suits to boost the sales Pretty sure the same happens to vidya
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>>1410 We're not really talking about minimalism being in any way inherently bad as an artistic expression. Obviously it's perfectly valid and there are a lot of iconic examples of it, especially from Japan who in general often gravitates towards it. We're talking more about the standardized modern "corporate minimalism" being forced upon everything nowadays without any rhyme or reason. >Pretty sure the same happens to vidya To an extent, but vidya is a complex medium without any one obvious "appearance" unlike let's say a car. So mr. Shoa Shekelberg doesn't have as much of an impact on how it will ultimately look, that has to come from the devs themselves at some point.
>>1406 >Disagree, many games about cars ooze with style, I was talking about the car themselves as objects.
>>1412 Sorry, went a bit overboard there, although some expensive cars still are made with eccentric baroque interiors sometimes. Certainly not "organic" as architecture or general art style tho.
Also kind of a UI thing, but I miss the save/load screens. Even the most minuscule utilitarian thing like that used to be unique and personalized for each game, keeping you in-universe for every second. Nowadays everything either saves through the generic console's save menu and insta breaks the immersion or just riddled with autosaves. What an unnecessary loss, especially since there are some games that still used unique save screens so it's not a technical limitation, everyone was just getting progressively more complacent.
Coolest UI?
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Though nowhere near as bad as Soyrim but even Bloodborne and DS3 were already afflicted.
>>1408 Sadly no. It just uncluters and de-consolifies the ingame menus, the artstyle stays the same. I wouldn't be surprised if that's the limitation for modding the UI, thanks Todd.
>>1573 Fuck that sucks. So you can mod all bunch of shit into the game but UI is unmodable? The absolute state of Soythesda.

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