bigboss370
Member
does the sliding enemies bother anyone else? thats the only thing bothering me, and its bothering me alot 
Jerykk said:As for resolution and scaling, you should go back and play Oblivion and Fallout 3. The UI does not scale based on your resolution, You still see the same amount of items in the list. Bethesda doesn't even bother reducing the text size in their PC versions.
sdornan said:Oh man, even more excited after watching that video. I couldn't help but feel sorry for Todd Howard though having to show off this incredibly detailed, nuanced game that he and his team have surely spent many late nights slaving over to a bunch of 12 year-olds yelling at him to "KILL!" everything.
Jerykk said:If they're using quick loot without even looking at the loot, they still wouldn't see the item names.
As for icon size, it's true that smaller icons are harder to distinguish. That's why the artists have to find a good compromise that allows for distinct and accurate representations of items without being overly large. If an icon looks like the item it represents, it's intuitive.
Another thing to consider is the length of RPGs. Even if an icon's appearance is not immediately intuitive, you will inevitably learn to recognize it simply because you see it so much over the course of 50+ hours. That's how it has always worked in games with tons of loot but not completely unique icons. In the short-term, a text-based inventory may be more intuitive if you don't look at items as you collect them but in the long-term, an icon-based inventory is faster and more efficient because you already know what all the icons represent.
Barrel Cannon said:I miss crowds like this..... I wish more game shows were open to public. I miss being so hyped by crowds of fans
Wallach said:There's no real reason to bother compromise, when the best solution is simply to use the name of the item. It's precisely why people almost never use the icon-based grid view of things like Steam once they start getting larger collections; it's simply faster to organize via a list view and separate things contextually, which is exactly what they do here in Skyrim. Using purely visual information like that is not a good way to present a large collection of information to a user because it lacks intuitive organization without text. You can do both, but the icons really only take up space and provide little benefit once the text is there.
Ultimately I think you're just overestimating the amount of work implied via scroll action versus moving the mouse cursor. They are very similar in the context of UI movement. In some cases mouse cursor work is significantly worse for the same task.
Jerykk said:I'm not estimating anything either. The more items you have, the longer you have to scroll in a text-based inventory system. With an icon-based inventory, you can drastically reduce the amount of scrolling required, letting you click on your desired item far more quickly. This is a fact. I've been playing CRPGs for years and have extensive experience with both icon-based grid inventories and text-based list inventories. Based on experience, I can definitively say that the icon-based inventory is faster and more efficient in the long-term.
Jerykk said:People don't use the icon view in Steam because it doesn't show them any details about the game. With the text list, you immediately see how many hours you've put into the game, how many achievements the game has, how many friends have played the game and any recent news pertaining to the game.
Your argument against icons could just as easily be used against text. Once you know what an icon represents, seeing its text becomes largely redundant. When I see an icon representing a large health potion, I don't need to see text saying "Large Health Potion." That's just a waste of horizontal space. Text lists also waste either vertical or horizontal space, whereas icon-based grids make full use of both.
I'm not estimating anything either. The more items you have, the longer you have to scroll in a text-based inventory system. With an icon-based inventory, you can drastically reduce the amount of scrolling required, letting you click on your desired item far more quickly. This is a fact. I've been playing CRPGs for years and have extensive experience with both icon-based grid inventories and text-based list inventories. Based on experience, I can definitively say that the icon-based inventory is faster and more efficient in the long-term.
bigboss370 said:does the sliding enemies bother anyone else? thats the only thing bothering me, and its bothering me alot![]()
I like being able to organize my own inventory, and an icon based one that lets you move items around to specific slots in the grid will always be better for me then an alphabetical list. This lets me save even more time since Ill separate my items into useful areas. Ill keep potions, items Im not using but dont want to sell, or quest items in groups away from where newly picked up items will appear. Then when I go to manage my inventory Ill just have to look at the grouping of new items and deal with them instead of shifting through all my older items.Wallach said:The amount of extra work that might go into scrolling more is quite trivial compared to how much faster a user will be able to navigate through a list because it will always be more intuitively organized (assuming it is always sorted alphabetically anyway).
Saige said:I like being able to organize my own inventory, and an icon based one that lets you move items around to specific slots in the grid will always be better for me then an alphabetical list. This lets me save even more time since Ill separate my items into useful areas. Ill keep potions, items Im not using but dont want to sell, or quest items in groups away from where newly picked up items will appear. Then when I go to manage my inventory Ill just have to look at the grouping of new items and deal with them instead of shifting through all my older items.
Now with Skyrims encumbrance based system there may not be a set number of grid slots, but with other games, like the original Witcher or Baldurs Gate, this helped a lot. Its a pain in Oblivion or Fallout when I pick up an item I didnt mean to but with their inventories I have a much harder time finding them since they are just inserted into a long list and not just to a location that I already know of.
Wallach said:Well, they also don't use it because it's simply not a good way to organize a large collection of stuff unless a compromise needs to be made in terms of screen space. It's quite good for cramped areas where it isn't feasible to write out names of items, but in this case they've got plenty of room to work with. To waste that on icon art that doesn't provide as much useful information to the user would be silly. The amount of extra work that might go into scrolling more is quite trivial compared to how much faster a user will be able to navigate through a list because it will always be more intuitively organized (assuming it is always sorted alphabetically anyway).
My grouping lists in fallout, aside from maybe weapons, still got longer then I would like to have to scroll through every time I wanted to find a particular item. And that doesnt really fix the issue of when I accidentally pick up an item. In that case I often times didnt even see what I picked up, so I dont know what group it was put into, causing me to look through all of them in order to find it.Wallach said:Well, in a system like this where items are already grouped via context, you can solve that easily enough just by adding new items to their own grouping. It doesn't have to be inserted into the entire list if it is done correctly.
Jerykk said:It doesn't matter how intuitive a text list is if you have to spend 5 seconds scrolling before you can even see the item you want to select. For example, if I 20 weapons in my inventory and I want to select a sword called Zerthimon's Dire Blade of Infernal Banishment +2, I'll have to scroll all the way to the bottom of my weapon list. Conversely, if I had an icon-based grid inventory, I wouldn't need to spend any time scrolling because the icon would already be visible and instantly accessible.
Your whole argument relies on the assumption that icons are inherently unintuitive and that people have extremely short term memory (to the point where they can't remember icons they saw moments ago). Let me ask you this: why does your desktop use icons? Why does your browser's HUD use icons? Why do game HUDs use icons? Why do traffic signs use icons? Why do bathroom signs use icons? Why do hotbars use icons? Why does your task bar use icons? The answer to all these things is that icons use less space and are more easily identifiable once you know what they represent. Discovering what an icon represents is a one-time requirement, not something you have to do every time you look at said icon. It takes a person less time to look at and recognize an icon than it does to look at and read a line of text. This is because the appearance of an icon is more distinct than the appearance of text. Text has to be read to be understood, whereas icons convey information through shape, size and color.
Saige said:My grouping lists in fallout, aside from maybe weapons, still got longer then I would like to have to scroll through every time I wanted to find a particular item. And that doesnt really fix the issue of when I accidentally pick up an item. In that case I often times didnt even see what I picked up, so I dont know what group it was put into, causing me to look through all of them in order to find it.
These types of inventories just simply have some inherent disadvantages to a grid-icon based one. I agree that they look great in Skyrim, but it just seems like it could become a bit of a pain to use for hundreds of hours.
Wallach said:These things all use icons because they are trying to represent relatively complex ideas in very small spaces - and often times are still accompanied by text to give them proper context. They're easily identifiable in isolation, but become harder to identify when they are grouped with other icons. The larger the grouping becomes, the less useful that kind of visual information becomes. It has nothing to do with peoples' memory; I have no doubt that people remember what an icon looks like after they've seen it, and especially so once they've seen it more than once. The problem is when you give someone a collection of 100+ items, a person is going to be able to pick something out of such a collection easier if those items are displayed in plain text.
Moreover, those kinds of icons work because they can vary in appearance and still convey a similar meaning; for example even if two different web browsers use a different "home" looking icon, no user is going to be confused about what the button does, because it's still a home and they can assume that in this context it will return them to their home page. In an inventory system, this concept fails when the user has to collect a bunch of crap that works off the same basic shape. An RPG like this is very much about collecting hundreds of baubles that will often share very similar appearances. I don't have that luxury of knowing that, say, a sword is the sword I'm looking for, because maybe there's twenty of them and they're all very swordy-looking as swords often are.
I don't necessarily think icons are unintuitive, I think they're simply a poor choice on their own when you are trying to represent a big collection of stuff. The larger that collection of stuff is, and as more things that share a visual resemblance to other stuff already in that collection pile up, the worse they become at helping the user discover them. In a game where your inventory is fairly confined and you can guarantee the user doesn't ever accumulate that kind of collection to begin with, icons can be very useful. I don't think this is one of those cases.
okenny said:I don't know about you but I had little problem with Oblivion in the near-400 hours I've spent with it (without mods even). I'm not going to slam a game I enjoyed so much because someone managed to make it look better years later irrespective of system resources. It's fucking sad that so many PC gamers love shitting on things in hindsight.
bigboss370 said:does the sliding enemies bother anyone else? thats the only thing bothering me, and its bothering me alot![]()
Bufbaf said:I'm pretty sure you can easier distinguish a set of Icons of a few colored sword, dagger and axe presets with small numbers like "+1", "+2" on it and maybe a flame symbol etc than a list that goes
Blue magical sword of enhanced medium power
Blue magical dagger of enhanced medium power
Green magical sword of enhanced medium power
Blue magical sword of lesser medium power
Green magical sword of enhanced fire power
Blue magical axe of medium fire power
Green magical dagger of lesser great power
Green magical dagger of enhanced medium power
Green magical dagger of enhanced fire power
Blue magical dagger of enhanced fire power
Green magical dagger of bigger fire power
Blue non-magical dagger of lesser great power
Green magical axe of medium fire power
Blue non-magical sword of enhanced fire power
Green magical sword of lesser medium power
Blue magical dagger of bigger fire power
Details are what tooltips are for.
Wallach said:I'm sure if my sorting had no logic whatsoever and the items all had silly names, yes it might be quite difficult to locate something. I mean if all the axes in the game used the same icon, it would be pretty lame to try and pick one out of a group.
Icons can be different colors and shapes, just as text can be different colors and types (bold, italics, caps, font, etc). The details of each item should be taking up the same amount of space regardless of which method you use, since that space is reserved on the screen separately.
Icons are informative enough to handle more unique items. After all a black katana with green glowing runes is going to be hard to mistake for another sword. But even if you remember what that random mushroom looked like and not the name, finding it in a group of fungi icons is probably still going to require you to examine the tooltips or use an in-game reference to help you find what you're looking for, especially the first time you went looking for it in your inventory. Reverse that situation - I know what it's called but not what it looks like - and I'll still immediately know where to find it if things are simply listed in text. What about books, or scrolls? A text-based system is still pretty intuitive from the mundane to the unique; when you mix large quantities of these things together it's hard to beat the organization of an alphabetically sorted list with intelligent grouping.
Jerykk said:It really comes down to this: Yes, text lists are usually sorted alphabetically and yes, they are usually split up into categories (though the same can apply to icon-based inventories). However, none of that helps you select the item you want when you have a lot of items in that category and the item you're looking for starts with a letter near the end of the alphabet. A text list is also pretty useless when you don't know what an item is called. Icon-based inventories can have alphabetical sorting as well or they can be sorted by type (iron swords, steel swords, silver swords, etc). There are many ways to organize both text-based and icon-based inventory systems but the fact remains that the human brain can more quickly recognize and identify an icon than a line of text. The fact also remains that icons take up less horizontal space than text and that you can line up a bunch of icons horizontally without making them any less distinct, whereas the same can't be done with text (resulting in long vertical lists with lots of scrolling).
bengraven said:I have a feeling the majority of people there weren't TES fans, but FPS fans period and this was their first look at the series.
Either that, or a LOT of Something Awful goons.
Thanks.sdornan said:Here's the same video with a guy doing a decent analysis, if the crowd annoys you:
http://www.youtube.com/watch?v=-GS06jv9J-Q
DodgeAnon said:Thanks.
I was looking for a detailed analysis, because I have looked through the video numerous times. To find out more stuff about Skyrim, but I gave up 10 mins in. xD
Ledsen said:My face went fromto ;( when I saw that.
bigboss370 said:i have a really bad feeling that it won't be fixed by the time the game is done, and it just really ruins the experience. the enemies should not be sliding like that, and they do it alot
is it possible for mods to fix something like that?
I may be really fucking weird, but, I honestly like that Bethesda games are kind of janky. Haha. I'm not really sure why, I think it gives them some charm. I'm strange I know.boris feinbrand said:It's a Bethesda game. How someone could expect a semi working game at release is beyond me. I give it 3 patches before the game is actually playable and/or enjoyable.
boris feinbrand said:It's a Bethesda game. How someone could expect a semi working game at release is beyond me. I give it 3 patches before the game is actually playable and/or enjoyable.
Is it just me or does the menu system/interface not look obtuse and inefficient at all?Confidence Man said:Looks pretty average to be honest. Streamlined for the sake of preventing players from making bad choices, obtuse and inefficient where it should be streamlined; like menus, which seem to be based on "cool" gimmicks rather than functionality. The majority of screenspace in inventory taken up by a 3D view of the item, painfully slow navigation through skills just for the sake of aesthetics, doesn't look like you can zoom out all that far on the map either, and all relying on scrolling through lists which will get longer and longer the more you play. Unless the PC menus are completely redesigned this is going to be a major sore point, of course I'm sure sites like IGN will love it and it will get nothing but praise.
Oblivion on the PS3 played almost flawless for me except for the Vampire issue and an occasional freeze while loading an area.ii Stryker said:For the most part (x360)Oblivion played fine for me at launch. Considering they only had final dev kits 6 months before launch there was only one game crashing bug I encountered in one of the side quests (Daedric Statue when you returned the dog statuette). Fallout 3 ran with out incident for me as well.
Given the scope of their games bugs are to be expected though.
Does anyone know if the dragon shouts are attainable outside of completing the main story quests? Can I play the other faction quest lines and still gain shouts?
boris feinbrand said:It's a Bethesda game. How someone could expect a semi working game at release is beyond me. I give it 3 patches before the game is actually playable and/or enjoyable.
This is going to be first Bethesda game in which I buy it on PC first. Getting it on there because of mod support, but if there is too much wrong with it at first I'll just keep playing BF3 until I can play it well.Derrick01 said:Oblivion and Fallout 3 worked perfect for me on consoles, had maybe a couple crashes in the hundreds of hours I put into them.
For some reason they crash seemingly every other minute on PC though. So I expect a pretty smooth game if I were to buy it on 360, which sadly I'm not.
johntown said:Oblivion on the PS3 played almost flawless for me except for the Vampire issue and an occasional freeze while loading an area.
Fallout 3 for the PS3 (which people said was really buggy) did not really give me any issues except for an occasional freeze after playing for marathon sessions and I was not able to talk to Scribe Rothchild during part of the main quest.......that bug was game breaking but there was a way around it.
Generally, I expect an occasional bug and a freeze or two in these games. It really does not bother me because IMO their games are so great they are well worth enduring a trivial freeze or bug here and there.
johntown said:Oblivion on the PS3 played almost flawless for me except for the Vampire issue and an occasional freeze while loading an area.
johntown said:Fallout 3 for the PS3 (which people said was really buggy) did not really give me any issues except for an occasional freeze after playing for marathon sessions and I was not able to talk to Scribe Rothchild during part of the main quest.......that bug was game breaking but there was a way around it.
johntown said:Generally, I expect an occasional bug and a freeze or two in these games. It really does not bother me because IMO their games are so great they are well worth enduring a trivial freeze or bug here and there.
Wallach said:There's usually a means to skip to the end of a list, or wrap from the top of a list to the bottom. The farthest point a user should have to scroll to on a properly designed list is the middle.
I was never arguing that text takes up less horizontal space on the screen, my point was that putting more icons on the same screen space doesn't necessarily make it easier for me to find what I'm looking for, even if I already know what that item is. That's assuming that each and every icon is unique; in the case of a game like this with as many items as it will have, I don't really think that is feasible.
Seanspeed said:Is it just me or does the menu system/interface not look obtuse and inefficient at all?
The 3D view of the item is pretty large, but they manage to have that luxury because of how nice and organized they've structured the categories on the left, so you dont need an entire screenful of menu to be able to look for something. And having things organized better also means LESS time scrolling down through menu screens, especially with the magic.
The skills being slow to nagivate through is fine with me. Its not that slow and its a process I like to generally take my time with. And for what its worth, as good as it looks, why would you be in any hurry anyways?
Overall, I'd say its a large improvement over Oblivion's menu system efficiency-wise, and its a mother-flippin mountain-sized improvement, aesthetically.