Karl
Karl
@karlkm.bsky.social
tall boi
Never played it, so no opinion.
February 6, 2025 at 12:34 PM
These are just a few examples from recentish times.

I understand the desire to release your products for more platforms for increased sales, and keeping costs down by trying to make "One UI to rule them all" but one size never fits all.

Why is density of information such a scary concept for UI?
February 6, 2025 at 11:16 AM
Arma Reforger
A testbed game for Arma 4, which has been also pushed out to consoles to expand the market, but being more of a simulator than a game, it has more complex controls, which by releasing on console, has forced PC players to deal with weird UI and control schemes made for console limits.
February 6, 2025 at 11:13 AM
Civilization 7
A new release into the legendary game series, with many new changes to keep the game fresh. But as is classic for modern game development, it is released months too early for development to be done, and they chose to build UI from ground up, leaving behind decades of lessons in design
February 6, 2025 at 11:11 AM
Hunt: Showdown.
A great online team based shooter game with great environments, but alongside their recent engine update, they also updated their UI, which increased the amount of menus and clicks to do basic stuff 2-4x
It pushes micro transactions onto you more and makes it easy to buy by mistake.
February 6, 2025 at 11:09 AM
Some examples:
I use Klausapp (Zendesk QA) monthly, and today opening up the page, I can see that they updated the side-menus I use, by breaking one tab into 3. Now the side tab uses up only 20% of the page and the rest is empty white space. The other info is now hidden in other menus, extra clicks.
February 6, 2025 at 11:08 AM