Death Stranding is a game with a Triple-A budget. No expense spared. A small army of artists, programmers and designers worked tirelessly to create it. And yet... it has the _worst_ UI/UX design I've every encountered in any game, which includes all Indie games. It was so bad that, prompted from a conversation about it, I took to redesigning it myself to show what can be done (and to the people still playing it, what they're needlessly putting up with). UI/UX broke this game for me and all the above-mentioned efforts from many talented people was seriously diminished as a result. If you're creating a game then put the time in to crafting a streamlined, efficient and easy-to-use interface. It's worth it.
This is the original UI that I intend to repair the experience of.
This would be the new default UI, starting the game with no inventory or upgrades
A maximum case scenario, all upgrades, 2 trucks and a delivery terminal
Selecting the large metal container brings up a pop-up showing its details
This can be dragged to other locations
The Offloaded window increased or lengthens accordingly (Max: 3sqH, 12sqL, with L-R scroll bar)
The Details pop-up window can be turned off
Grids on either side of the backpack can be cycled through other lockers (L) or vehicles (R)
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