Skyrim: Four Quick Thoughts on the UI’s Usability

The Elder Scrolls V: Skyrim logoI’m finally getting around to playing The Elder Scrolls V: Skyrim. I know, where have I been, right? Nearly all of my friends across the gaming spectrum have taken their vacation into Tamriel and are back again, so I’m a little late to the party. But for a game that’s won so many Game of the Year honors, it’s better late than never.

I’ve just gotten a handful of hours into Skyrim on the XBox 360 so far, and I’m already noticing a few questionable usability decisions. I mean, it’s definitely sexy, but the game has a whole mod (SkyUI) dedicated to fixing its menu system – that’s not a great sign. I’ve got four little complaints already, so without further ado…

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Mass Effect 3: Blindly Upgrading Weapons

The weapon system has gone through a number of changes in the Mass Effect series.  In the first game, there were just so many weapons that you picked up along the way, managing them all was ridiculous. Not to mention trying to make a well informed decision about what you should be using. The disaster of that game’s inventory is well documented  elsewhere (my favorite is at gamedesignreviews.com), but suffice to say it wasn’t good.

In Mass Effect 2, they solved the problems from the first game by essentially getting rid of the whole thing. I’m not sure I ever changed my weapons in the entirety of Mass Effect 2 – that’s how much they got rid of the system. Fair enough.

So in Mass Effect 3, BioWare got back into the swing of things a little bit with a small amount of weapon customization and upgrading. Continue reading