I like the Paradigm system in Final Fantasy XIII. It’s taken me a while to get used to it, but I’ve finally decided that Paradigms are a good thing. It’s similar to the Dresspheres from Final Fantasy X-2 though you’re controlling all of your characters at once, as opposed to just one at a time.
Setting up your Paradigms effectively is an important part of the game. If you’re in the middle of a big battle and discover you don’t have the right combination of roles, it might be a long and painful fight. Despite there being only six slots for Paradigms, it’s still a minor pain to get everything setup correctly. And – here’s my primary issue with the system – every time characters are switched in and out of your party, all your Paradigms are reset, and they all have to be configured again.
The concept of “information scent” is relatively simple: when a user is trying to find some information, they rely on clues in the environment to tell them if a given path is going to be worthwhile (wikipedia link on information scent). This is why link titles in websites are so important – hopefully, that link in the last sentence gives you a very good idea of what’s to come on the other side.
Juliet Starling, our hero
Lollipop Chainsaw is a hack-and-slash title that has the player playing a zombie-killing cheerleader (this makes total sense). While the game’s UI is super stylish in its comic book motif, I’m going to talk about probably the lamest possible part of this game – how it tells the player that there is new content in one of the menus. I know, with so many rainbows, sparkles, and other awesome touches on this game, it’s a bit of a tragedy…but somebody has to do it.
It’s a nitpick about how notifications are a little weird in the game, and a quick discussion on how information scent factors into in the UI of Lollipop Chainsaw.
I’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…
In comparison with the original, Borderlands 2 hasn’t changed all that much. Gameplay-wise it’s more of the same, and that’s not necessarily a bad thing. There are definitely a few tweaks in the game’s framework – obviously new classes and skills, 87 bazillion guns, at least one new currency, and a lot more shininess in the UI.
And speaking of the UI – there was one relatively minor change that caught my attention. The Fast Travel Network screen shows players where the missions are that they need to complete right where they need to see it. I really appreciate tiny changes that make big improvements from game to game, and this definitely falls into that category. It’s not a new concept for sure, and it’s even been featured on That Game’s UX before from another game, but it’s still worth celebrating. Read on to find out more!
In last week’s article, I talked about how the crazy amount of loot and the lack of a good, simple method to compare items can make an otherwise great Borderlands 2 a sluggish inventory-management fest. After a little bit more playtime, I’ve come up with a few more usability related thoughts on this game including:
Various methods of picking up loot
How much I love the world map in Borderlands 2
Scroll bars are your friend
The skill tree is more focused, but probably less useful
Some unnecessarily sexy visual effects in the menu screen