There are bad games with good UIs, but there are no good games with bad UIs
It's a rule of thumb with no exceptions, every good game also has a good UI
There are bad games with good UIs, but there are no good games with bad UIs
It's a rule of thumb with no exceptions, every good game also has a good UI
Fallout 1 & 2
>fantastic games with fantastic UI
Point proven
the inventory and bartering is awful and doesn't show proper info without mods
Filtered
Pokemon gen 1 and 2 are also bad at conveying info
No
I guess good games with bad ui actually don't exist if you just deny reality
You have zero indication of how much damage a move does, or even what a move does in gen 1 and 2.
You also have no way of knowing which move types are attached to the attack or special stat before gen 4.
It's pretty shit UI design.
Just figure it out, not everything needs to hold your hand zoomer.
>the game won't tell you anything useful? Well that's a YOU problem, zoomie troony redditor!
Go back to the retirement home old man, the bingo game is about to start.
You sound mad zoomer.
a good UI tells you the info you need so you don't have to just figure it out
I accept your concession
You already have everything you need.
You don't. it's why gen 3 made the UI better by providing info for moves. And it's why gen 4 provides info for which moves are special/physical
That's mainly since gen 4 changed physical/special to be move specific as opposed to tied to the move type. Fire Punch was special before then.
I worked at a company where the UI needed a manual. Good UI is seriously underrated.
It's the opposite it's way overrated and remove soul.
The game is not that hard, experimenting to find out what works and how is the minimum expected of the player
this would make sense if tms weren't single use and replace an existing move
>You have zero indication of how much damage a move does, or even what a move does in gen 1 and 2.
They actually did add the power and description of moves for gen 2 on the status screen. Gen 1 is severely lacking on move info though.
>You also have no way of knowing which move types are attached to the attack or special stat before gen 4.
Before gen 4 the physical/special attribute of moves was determined by it's type. Fire is always special, Normal is always physical, and so on. Some of this is explained by npcs and the game's manual, though it still leaves most of it up to the player to figure out. Pokemon Stadium just straight up gives you a chart.
>good games
doom
FF7bros...
>boss when you fight him
>10 gorillion HP
>boss when in your party
>10 HP
hate this shit
ok whats the best solution to avoid this situation?
Make the boss fight hard through a good skillset wielded by a tough AI. Similar shit should be achievable by the player if a certain high skill ceiling is met.
As opposed to just pump bosses full of stats to pad out an overly cinematic fight.
you'll still kill it in 2 seconds unless the game has actual complete bullshit like invulnerability phases, enemy AI will always be exploitable.
Player damage will always be much higher than enemy damage and a properly challenging boss fight should be long
Give the boss a block ability but make it near frame perfect to execute yourself playing that character.
you havent solved the issue anon it would still be a subpar version of the boss and unfair to the player
>make it skill-based
The frick does this mean? It's a JRPG, dude. Most depth you'll get out of FF7R is memorizing attack patterns/timings and even that is highly uncommon for the genre. Outcomes are 98% governed by the equipment and stats you brought into the fight.
Technically you never fought that Sephiroth
vagrant story
Red Dead Redemption 2
The UI is good
underrail has dogshit UI despite being a pretty good game, in fact there are plenty of rpg examples where UI is the weakest link
Fromsoft UI is pretty shit. They always pick really shitty fonts too, it all looks very unprofessional.
That's fitting because Fromsoft games are pretty shit too
Dark Cloud 1 and 2 are great, fool.
this.i just started a new playthrough of dark cloud 2 days ago and i am still having fun despite being the third time i finish this game
That's the point of the thread
You morons will shitpost endlessly about good ui and bad ui but I have never seen anyone here every give a reasonable explanation as to why any given UI is good or bad.
Unless it's egregiously bad like having simple things be 3 or four submenus deep then there's nonreason to screech about a "bad" UI.
What game?
>but there are no good games with bad UIs
>every good game also has a good UI
wrong
you are wrong
>n-no u
okay.
concession accepted
Xenoblade has good UI.
Once you understand what it all means, its rather clean even. Specially in 2.
Dwarf Fortress
surprised this wasn't mentioned already; everything else here from Doom to Castlevania have good UIs that are readable. Dwarf Fortress, and games like Nethack, really don't want to you to understand what's on the screen without dedicating a portion of your life to memorise their respective manuals.
In the time that it takes to learn the DF UI, you could have learned a useful skill instead.