07.25.08
UI, Entropy, and the Tipping Point
[gaming]

I've been designing user interfaces for games for about five years now, and one of the things I decided to do about a year ago was to keep a list of "good UI principles," those things that people in other positions in the game industry often don't understand or realize about game UI development. This week I discovered one, what felt like a very important and revelatory one, and realized that it deserved more than just a two-line blurb in my text document.

For the past few months I've been working on the UI for Demigod (and by the way, we released the first official trailer today) and we reached a point a couple of weeks ago in which the UI needed a complete overhaul. The other leads on the project were worried about how I'd take this because they knew they were essentially telling me, "we're sorry, but you have to completely redo this, it doesn't fit with the game now." After discussing what changes we wanted to make one of the leads asked me worriedly, "are you okay with this? I mean, we're basically redoing everything." And when I said yes, explaining that this always happens in UI because there's a point you reach at which it just sort of...well, happens, he said, "it does? So what are we doing wrong, then?" Speaking in the broad, industry-wide sense of the word we.

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