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Skyrim Creation Kit & "Surprise" Tuesday

Bethesda's Pete Hines tweets that nod support for The Elder Scrolls V: Skyrim will be released on Tuesday., along with a "surprise." Word is: "For our Skyrim PC fans, the Creation Kit is on track for release on Tuesday. And, we also have a special surprise with it." Thanks Joystiq.

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68. Re: Skyrim Creation Kit & Feb 6, 2012, 15:02 ^Drag0n^
 
Jerykk wrote on Feb 5, 2012, 06:46:
I thought the perk system was clever, though: definitely more thought out than the last two Fallout titles; I liked how each perk had prerequisites.

The perks in New Vegas had prerequisites. I think the perks in Skyrim are fine too. It's just the UI used to view them that's horrible.

I, however, still take exception to your statement that the interface needs to be different between the PC and the 360; if you make it right, between the 4 triggers, d-pad, 2 thumbsticks, and A-B-X-Y, you have more than enough options to implement select/multi-select, page up/down, slider adjustment, and a few left over afterward.

With a mouse and keyboard, you can do things you just can't do with a gamepad. You can select things directly without needing to cycle or scroll. You can also drag and drop. And right-click. A keyboard also has significantly more keys than a gamepad has buttons, allowing for things like hotbars whereas console games rely on radial menus. The best PC UIs are the ones that take advantage of the features that can only be done with M/KB.

With the current state of Skyrim's UI, I agree with you completely.

As for what I'm describing, either I'm doing a horrible job of explaining how a UI can work easily under both modes of control, or we just have a fundamental disagreement over whether that is enough and/or possible, at which point I'd just say we'd have to agree to disagree.

I've seen some great examples of selection wheel UI in Games, CAD systems, and art software that are just amazingly efficient and would work cleanly with mice and game pads with little, if any, advantage/disadvantage to one method of input over the other. Some examples would be Pro/Engineer, Solidworks, and even Microsoft's own Office Tool Ribbon (admittedly, I used to hate it, but now I find it far more efficient than pull-downs, especially if you don't know or don't have a command shortcut).

Where both modes of control fall flat on their face, though, are in instances such as the one that frustrates you the most: the Alchemy segment of Skyrim.

IMO, I attribute that to a failure in game design as much (if not more) than to that of the UI...while it's a great idea, there are just, well, too MANY items in that alchemy database to deal with in a simple "list-based" format. Period. Even with a full assortment of sorting and filtering tools in SkyUI, it still becomes a chore to replenish your inventory with potions at an alchemy table. If I can't be in and out of a UI to select a new weapon, spell, shout, recipes, enchantment, or smithing option in well under 5-10 seconds per operation, I'm not liking the design. And Alchemy is just plain abysmal on all 3 platforms, with or without SkyUI or any of the other mods I've tried.

Anyway, Like I said, we'll just have to agree to disagree on this one.

^D^

(edited for clarity & typo corrections after I having had my mid-morning coffee...)

This comment was edited on Feb 6, 2012, 23:31.
 
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