user interface

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  • City of Steam previews its 2.7 update

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.27.2014

    City of Steam has another update in the works, and it's going to make you look good. How, you ask? Well, partly by adding a new and expanded wardrobe system that will improve categories and free up storage space for your cosmetic outfits. The interface is still rough, but it's also a step toward giving players more options and power when it comes to character appearance. What else is coming? There's a new Lucky Wheel option in the works, allowing players a chance to spin and win all sorts of great prizes whether they're playing for free or not. The Mercenary system is also being revised, with appearances being improved, new mercenaries being added, and an improved interface for organizing and managing the soldiers of fortune. You can check out the full patch preview, which sadly for players does not yet include a targeted release date more specific than "soon."

  • WildStar's new interface profiled in video

    by 
    Bree Royce
    Bree Royce
    04.19.2014

    Friend of Massively Richie "Bogotter" Procopio is back with yet another WildStar video, this one focusing on the beta title's brand-new user interface 2.0, which flattens some of the UI elements that before floated a little bit too high into the field of play. Of course, as he notes, the UI is moddable and can be altered to taste by each player. Combat popups, inventory, and menu options have also been tweaked. If you missed it, Bogotter covered the new character creation options in yesterday's video. Enjoy his UI preview after the break!

  • The Nexus Telegraph: Between the lines of WildStar's quiet weeks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.10.2014

    Did you miss us? I know, it was probably weird not seeing an installment of the Nexus Telegraph last Monday, since I sort of have a reputation for turning in everything early and without fail. (Like the week when I had no power and still turned in my columns.) But there's no need to worry; we're still going live biweekly. Or were you mostly missing the weeks in which we were absolutely swamped by WildStar news? It certainly seems a lot more quiet lately. We've gone from big system reveals to a few tidbits here and there; the two big stories over the past two weeks have been confirmation that we're not getting another big wave of beta invites and that the game's default UI is being revamped. These are both worth talking about, but in this case I think the silence actually says quite a bit all by itself.

  • WildStar's interface: Then and now

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2014

    You can argue that in a game that allows for free modification of the user interface, it's less important that you get the whole thing right out of the gate. But with a game as action-oriented as WildStar, a comfortable default interface is going to play a big role in how the game feels to new players. The game's latest development blog shows off the game's old UI from earlier beta tests as well as the newest iteration, with the latter incorporating a great deal of tester feedback to make the whole thing better. The revised UI takes up less crucial space in the center of the screen, also known as "the space where players are watching for telegraphs." Core actions are more central and easily accessible, while additional bars are positioned along the sides. The new UI also does a better job of displaying the health and resources of the player at a glance. If you've played the game but aren't terribly fond of its default interface, you may want to glance at the development diary and see if the redone setup is more to your liking.

  • Tamriel Infinium: Elder Scrolls Online combat 101

    by 
    Larry Everett
    Larry Everett
    01.10.2014

    As I had mentioned in previous articles, it's become apparent that readers don't have a clear picture of The Elder Scrolls Online. I can certainly understand where this comes from; the advertisers have held back a lot of specific information about ESO. Although we have had one trailer that included in-game footage, it didn't really give us a good taste of what it feels like to play the game. It certainly didn't show what the game has to offer beyond PvP. Although PvP will likely be a lot of fun in ESO, I know that not everyone will pick up or wants to pick up the game strictly for that reason. This week, I would like to dive into a bit of the combat basics. Creative Director Paul Sage and his crew have given multiple demos showing the combat of ESO, and even a few of our own reporters have hopped onto a demo PC at a convention or two to experience the game firsthand. I certainly suggest you read those write-ups if you're looking for the overall experience because today I'm talking about combat specifically. How does it work, and more importantly, what will it feel like?

  • EverQuest Next to feature a moddable UI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.10.2013

    We're going to go ahead and just spoil the outcome of the most recent EverQuest Next roundtable discussion because Lead UI Designer Jake Sones answers the central question within seconds of the video's start. Yes, EverQuest Next will have a modifiable UI, and while EverQuest Next Landmark won't have the option at launch, it will be built to allow it in the future. Senior Brand Manager Omeed Dariani still has more questions to ask Mr. Sones over the video's full running time, but they're about not the if but the how. Sones explains that the team is hoping to build the best possible UI for the game right out of the box, but everyone's idea of what is best will be different. So in addition to building a solid core UI, the developers need to leave space for players to modify the interface according to their needs. Take a look at the full video past the cut for more views on the overall process of making a modifiable interface at launch.

  • The Repopulation improves housing and inquiries in November

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2013

    November is a time to go home, see your family, and quite possibly remember why it was you left home and avoid seeing your family for the rest of the year. The result is that it makes a lot of sense for The Repopulation to focus on things like hearth and home over the month of November. A status update for the last month has just come out, and it includes the usual array of incremental improvements along with some big new features. For example, the game has a new UI for placing structures within houses and nations, allowing objects to be rotated and scaled as the placer desires -- and there's the option to save the rotation and scale settings for easy cut-and-paste placement. A new calendar system was also introduced, and the inquiry system has been expanded to allow players a chance at tracing the source of an NPC's problems via the Diplomacy skill. Players looking forward to the sandbox title should take a look at the full rundown of November updates.

  • Ouya user interface getting facelift this month

    by 
    Mike Suszek
    Mike Suszek
    11.13.2013

    Ouya will receive an update sometime in the next few weeks that will improve the system's user interface, Engadget reported. Upon installing the update, the Android-based micro-console's UI will more prominently feature cover art for games in sections like the "Discover" page. Additionally, double-tapping on games will pull up a new menu that offers game recommendations and allows users to purchase and "like" games. The update will also add support for external USB storage and the ability to add games to your Ouya queue via the console's web store. This month's system update will automatically add BombSquad and Amazing Frog: The Hopping Dead to players' download queues as well, though they'll need to purchase either game to play them to completion.

  • Netflix updates Xbox 360, PS3, Roku and Smart TV apps with unified interface

    by 
    Sean Buckley
    Sean Buckley
    11.13.2013

    As much as we love Netflix, we've always found it a bit odd that the browsing experience is fragmented between platforms. Jumping between PS3, Xbox and Roku devices can be a jarring experience, each offering its own spin on the Netflix queue with an inconsistent distribution of the service's best features. Even Netflix is put off by the mixed ecosystem: which is why it's launching a new, unified television experience today. "About a year and half ago we took a step back to think about Netflix's television experience across devices," explains company director of innovation Chris Jaffe. "What we saw was a mismatch in how Netflix worked relative to how regular TV works, where you just turn it on and things are happening." Jaffe explained that compared to the active browsing experience of traditional channel surfing, Netflix seemed static. "We also looked at the devices and realized that while we've got a great experience on the PS3 and some smart TVs, we've got an Xbox 360 experience that's very different." Fixing these problems required the company to rethink its interface from the ground up. We met up with Netflix to see the results.

  • Captain's Log: More Star Trek Online new user tips - bridge officers

    by 
    Terilynn Shull
    Terilynn Shull
    10.07.2013

    Before I dive into the next installment of my new player tips, I'd like to let everyone know that the Star Trek Online site has issued a few new dev blogs hinting at some of the cool news about the upcoming Season Eight: The Sphere. There are some great new blogs featuring the concept art of the new Dyson Sphere space adventure zone, too. But back to the original topic. Last week's column that provided a basic outline to the Star Trek Online user interface proved to be surprisingly popular and generated far more emails from readers than I had anticipated. Many of the readers have asked that I continue on with the new user tips and I think it's a great idea. So if you've always wondered about the very basics of STO Bridge Officers, join me past the jump to learn more!

  • Battle and usability being improved in The Repopulation

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.02.2013

    Someone always wants to play a melee character. You could give everyone in an MMO the ability to shoot something dead from two zones over and there would be at least one player rushing into melee range to smack at it. Hence why The Repopulation has made a point of upping melee's viability by improving its ability to hit a moving target; if someone's going to do it anyway, it may as well be viable. Medical abilities have also been improved, and the game's crosshairs and aiming assistance have both received an upgrade. The other two major areas of improvement for the game's past month of development has been the addition of new content near Plymouth (including a truly massive cave network) and improvements to missions and mission templates to make the game easier to jump into. The inquiry system also allows players to collect data on the game world, and the Surveying skill allows players to figure out where harvestable resources are located. Take a look at the full patch notes for an in-depth look at how the game has changed as it moves ever closer to its beta test phase.

  • Archiving iPhone app workflows

    by 
    Steve Sande
    Steve Sande
    09.27.2013

    For app developers and bloggers, it's very instructive to have an idea of what has changed in the user interface of an app. App developers can look back and see how both the "look and feel" and steps required to perform a workflow have changed, while bloggers and other writers can use the information to update books or write posts about upgrades. Fortunately for both parties, there's a website called UX Archive run by two French developers (one of whom has moved to the Bay Area) and an American that plans to be an online museum of sorts, exhibiting the changes in app user interfaces and workflows over time. The site neatly divides the screenshots by app and task, so you can narrow down a search to just one particular task -- like creating, deleting, recording, sharing or uploading -- in one specific app. While there aren't a tremendous number of apps and versions currently archived (I counted 60 apps, with only a few showing the changes between iOS 6 and iOS 7 versions of those apps), it's a good start and UX Archive will be a helpful tool in the future provided the curators keep up with the updates. If you sign up for a free email list, UX Archive will ping you when a new workflow is added to the site.

  • The Daily Grind: Do you like a simple, complex, or customizable UI?

    by 
    Justin Olivetti
    Justin Olivetti
    09.15.2013

    Is it just me, or do MMO interfaces seem as though they're slimming down as of late? The bloated HUDs of the past are giving away to streamlined, almost minimalistic on-screen elements. Maybe that's just because I've been playing a lot of Guild Wars 2 as of late. Perhaps. But that's not really today's topic, now is it? I'm curious how you like your UI. Are you all about this sort of simple, streamlined setup? Do you adore a really complex interface that gives you scads of actions and information? Or do you just prefer it when a game allows you to modify it to your heart's content? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Elder Scrolls Online answers questions about its livestream

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.12.2013

    If you're a fan of The Elder Scrolls Online, you were probably glued to the livestream earlier this month. But a single stream doesn't give you nearly as many answers as you'd like to have. So the development team took the opportunity to answer questions that potential players had about the stream, from game mechanics to elements as innocuous as UI components. And even if you were watching the stream with rapt attention, there are probably details that you missed. For example, the answers reveal that the game no longer includes a minimap, using a compass instead to encourage more player exploration. The party seen in the dungeon was also roughly level-appropriate, meaning that the healing and damage on display was roughly indicative of what players can expect from actual combat. Several of the animations shown were more or less finalized, but other elements (such as first-person mode) are still being tweaked. You can catch a few more tidbits from the full set of answers on the official site.

  • MechWarrior Online discusses the state of the game and the road to launch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2013

    MechWarrior Online has already gone into open beta with a functional cash shop, but the game still isn't officially launching until September. So how's the road to launch looking so far? According to creative developer Bryan Ekman, it's going quite well. Despite summer traditionally being one of the slowest times for games like MWO, the community has been strong and growing. The development team is also thrilled that response to the game's first charity drive was immensely positive, with Sarah's 'Mech raising over $40,000 for the Canadian Cancer Society on the first day of release. So what comes next? According to Ekman, the development is currently split into two teams, one focused upon major features and the other on content. A revamped UI and the Community Warfare system are the two biggest elements for the feature team, while a new map, Terra Therma, is set to debut next week. Third-person mode is also in testing for those who prefer to see their multi-ton death machines from the outside. Players would be well-served to look at the full letter for more dispatches about the game's future as September creeps closer.

  • BBC teams up with British universities to research new TV interfaces and systems

    by 
    Daniel Cooper
    Daniel Cooper
    07.18.2013

    When the BBC asked "Where next?" most of us assumed that online-only programming and all-HD channels would be the extent of the broadcaster's ambition. Not so, now that the corporation has signed a deal with six British universities to research new ways that TV can be created, distributed and navigated. Buzzwords like "content" and "audience focused innovation" seem to mask an initiative to develop a new IP broadcasting system, work on user interfaces beyond gestures and research into how elderly, young and disabled viewers can get around 999-channel TV guides. The project will initially last for four years, by which time we're hoping that the BBC can just beam episodes of Doctor Who straight into our brains -- that's not too much to ask, is it?

  • The Nexus Telegraph: Getting the message across in WildStar (before it kills you)

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.08.2013

    There are no two ways about it: A a lot of WildStar's combat involves getting out of the way of something. Combat telegraphs have been reinforced as a major element of gameplay, and we've seen countless videos explaining how the telegraph system works in varying degrees of depth. And much like pretty much every other element of the game, this is a major issue for some people. I can understand why this provokes a knee-jerk reaction. I mean, now you can see exactly what's going to happen next and where you need to not stand, right? How is that still a challenge? The answer is that there's still a lot of challenge involved, and allowing people to know what's going on around them ahead of time not only preserves the challenge but actually heightens it. And to talk about that, we're going to need to step back and talk about lots of other games and the different sorts of challenge you can face in games.

  • Neverwinter unveils the Campaign system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2013

    The first major content addition to Neverwinter isn't just bringing new dungeons, it's bringing a new way to experience the game's content. The new Campaign system will see its debut in the region of Sharandar. This isn't just another name for a series of quests, but rather a new way for players to unlock both new rewards and new areas simply by adventuring and completing larger goals. The Campaign window is a new UI element that lists a number of Projects players can undertake. Questing in the area, running solo instances, or diving into the new dungeons will provide new rewards that can be spent on clearing projects, unlocking new regions, new dungeons, and so forth. Players can also earn new equipment by completing other Projects, which offers several methods to reap the benefits of hard work. The new system, like the rest of the content, is still due out for sometime this summer.

  • E3 2013: Final Fantasy XIV shows off PS3 UI

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2013

    E3 is proving to be an exciting time for Final Fantasy XIV fans, especially considering that the title has been confirmed for the PlayStation 4 next year. One of the new videos that's coming out of the convention is a dev tour of the new UI developed for the PlayStation 3 version. While the developers speak in their native tongue, the video is subtitled and shows off a range of UI activities from character customization to combat. Gaze upon it with your terribly perceptive eyes after the jump and make sure to read our preview of the rebooted title from the show floor!

  • EVE Evolved: First impressions of Odyssey

    by 
    Brendan Drain
    Brendan Drain
    06.09.2013

    The Odyssey expansion has been live for a couple of days now, but it's already starting to have a massive impact on EVE Online. Traffic through low-security space has increased significantly for the first time in years thanks to explorers hunting data and relic sites, and some players are even hunting asteroid belt NPCs in lowsec for the new security tags. New wars have erupted in nullsec following the redistribution of moon wealth, mining has become a more valuable profession, and the rebalanced battleships feel powerful again. Unfortunately, Odyssey has seen its fair share of problems too. The new jump effect looks spectacular the first few times you see it, but long-term play is reportedly causing motion sickness in some players. Some players have also been objecting to the ice mining changes, and the revamped radial UI menu hasn't done much to fix the game's usability problems. Explorers in low-security space and nullsec are reporting incomes in the billions of ISK per day range thanks to the scan probe changes and new hacking minigame, but not everyone is happy with the new loot-scattering mechanic. In this week's EVE Evolved, I look at the early impact of Odyssey on the EVE Online universe and discover the secrets behind collecting all the valuable loot when hacking.