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	<title>Comments on: Mass Effect: Massive Interface Fail Part II</title>
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	<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/</link>
	<description>Inductive Game Design Research</description>
	<lastBuildDate>Tue, 15 May 2012 02:30:48 +0200</lastBuildDate>
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		<title>By: Zeromanex</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-51489</link>
		<dc:creator>Zeromanex</dc:creator>
		<pubDate>Tue, 28 Feb 2012 17:19:31 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-51489</guid>
		<description>After posting on the ME2 review, I thought I&#039;d offer some insight here. First and foremost I agree that the interface is terrible, but here&#039;s a few things that might help.

The third line in the items recovered screen is the manufacturer. Essentially this is a second form of teiring items because for some reason leveling them 1-10 wasn&#039;t enough. If you spend the time looking for and reading the licences or have played the game way to much you&#039;ll get an idea of which &quot;brands&quot; have higher damage, accuracy, and shots. Long story short, you get an idea of its stats even though the item recovery screen doesn&#039;t show you them. All this is for naught though because the spectre gear is better than everything.

Also in regards to the party, not everyone can use every weapon. Liara for one can only really use a pistol. This saves time when equiping them and also relieves worrying some that you just discarded a gun that might help someone else. Now the downside to this is you ofcourse need to put that person in your party to see what guns they are trained with.

Finally, this one is just a matter of opinion and doesn&#039;t have much todo with the interface. I don&#039;t think you should completely dismiss the shots fired and accuracy stat. Once again these are for naught when you get the better than everything else spectre gear but till you get there, on higher difficulties, these stats are invaluable. I can&#039;t stand a sniper rifle with less than 70 accuracy. It just has too much sway for me. I know this is more a gameplay thing than anything else though so feel free to ignore this last part.</description>
		<content:encoded><![CDATA[<p>After posting on the ME2 review, I thought I&#8217;d offer some insight here. First and foremost I agree that the interface is terrible, but here&#8217;s a few things that might help.</p>
<p>The third line in the items recovered screen is the manufacturer. Essentially this is a second form of teiring items because for some reason leveling them 1-10 wasn&#8217;t enough. If you spend the time looking for and reading the licences or have played the game way to much you&#8217;ll get an idea of which &#8220;brands&#8221; have higher damage, accuracy, and shots. Long story short, you get an idea of its stats even though the item recovery screen doesn&#8217;t show you them. All this is for naught though because the spectre gear is better than everything.</p>
<p>Also in regards to the party, not everyone can use every weapon. Liara for one can only really use a pistol. This saves time when equiping them and also relieves worrying some that you just discarded a gun that might help someone else. Now the downside to this is you ofcourse need to put that person in your party to see what guns they are trained with.</p>
<p>Finally, this one is just a matter of opinion and doesn&#8217;t have much todo with the interface. I don&#8217;t think you should completely dismiss the shots fired and accuracy stat. Once again these are for naught when you get the better than everything else spectre gear but till you get there, on higher difficulties, these stats are invaluable. I can&#8217;t stand a sniper rifle with less than 70 accuracy. It just has too much sway for me. I know this is more a gameplay thing than anything else though so feel free to ignore this last part.</p>
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		<title>By: Ryan Ferguson</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-51060</link>
		<dc:creator>Ryan Ferguson</dc:creator>
		<pubDate>Mon, 27 Feb 2012 00:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-51060</guid>
		<description>Hey Krystian,

I&#039;m really enjoying your series so far!  As a game developer, I&#039;m actually learning quite a bit from you in terms of UI design philosophies.

One thing I thought I&#039;d weigh in on is your point regarding the store screen, and how the item descriptions take up two lines, rather than one (ie. the &quot;Heavy Armor - Human&quot; and &quot;Assassin VI&quot;).

I actually think the designers were just in their decision here in that localization of the game might cause issues when it comes to fitting all that information on a single line.  Translating those terms accurately to any given language might result in overflow, causing the words to run together.  Having to do case-by-case language programming just makes zero sense, so while I&#039;m sure they could have found a more efficient way to display this information, I&#039;m not sure a single line would have made things better for everyone.

Just my two-cents!  Keep up the great work!

Cheers,

Ryan</description>
		<content:encoded><![CDATA[<p>Hey Krystian,</p>
<p>I&#8217;m really enjoying your series so far!  As a game developer, I&#8217;m actually learning quite a bit from you in terms of UI design philosophies.</p>
<p>One thing I thought I&#8217;d weigh in on is your point regarding the store screen, and how the item descriptions take up two lines, rather than one (ie. the &#8220;Heavy Armor &#8211; Human&#8221; and &#8220;Assassin VI&#8221;).</p>
<p>I actually think the designers were just in their decision here in that localization of the game might cause issues when it comes to fitting all that information on a single line.  Translating those terms accurately to any given language might result in overflow, causing the words to run together.  Having to do case-by-case language programming just makes zero sense, so while I&#8217;m sure they could have found a more efficient way to display this information, I&#8217;m not sure a single line would have made things better for everyone.</p>
<p>Just my two-cents!  Keep up the great work!</p>
<p>Cheers,</p>
<p>Ryan</p>
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		<title>By: DanielJr</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-51055</link>
		<dc:creator>DanielJr</dc:creator>
		<pubDate>Sun, 26 Feb 2012 22:52:03 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-51055</guid>
		<description>I hope so, lol.  Sequels are supposed to see improvements.  :P</description>
		<content:encoded><![CDATA[<p>I hope so, lol.  Sequels are supposed to see improvements.  <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-50993</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 26 Feb 2012 13:49:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-50993</guid>
		<description>I&#039;m working on a ME2 article right now. But it&#039;s going to be far less crushing.</description>
		<content:encoded><![CDATA[<p>I&#8217;m working on a ME2 article right now. But it&#8217;s going to be far less crushing.</p>
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		<title>By: DanielJr</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-50934</link>
		<dc:creator>DanielJr</dc:creator>
		<pubDate>Sun, 26 Feb 2012 04:56:25 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-50934</guid>
		<description>Awesome read and a real eye opener for a Mass Effect fan like myself.  Interested to see if you&#039;re doing a similar review for the two sequels.</description>
		<content:encoded><![CDATA[<p>Awesome read and a real eye opener for a Mass Effect fan like myself.  Interested to see if you&#8217;re doing a similar review for the two sequels.</p>
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		<title>By: The First Mass Effect&#8217;s UI Sure Was Terrible &#124; Kotaku Australia</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-50890</link>
		<dc:creator>The First Mass Effect&#8217;s UI Sure Was Terrible &#124; Kotaku Australia</dc:creator>
		<pubDate>Sat, 25 Feb 2012 21:56:01 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-50890</guid>
		<description>[...] Mass Effect: Massive Interface Fail Part Two [...]</description>
		<content:encoded><![CDATA[<p>[...] Mass Effect: Massive Interface Fail Part Two [...]</p>
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	<item>
		<title>By: Design Roundup #7 &#171; Significant Bits</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-29874</link>
		<dc:creator>Design Roundup #7 &#171; Significant Bits</dc:creator>
		<pubDate>Fri, 15 Jul 2011 02:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-29874</guid>
		<description>[...] &#8211; Krystian Majewski&#8217;s thorough drubbing of Mass Effect&#8217;s user interface (Part 1, Part 2, and Part 3). A must-read for anyone interested in making [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8211; Krystian Majewski&#8217;s thorough drubbing of Mass Effect&#8217;s user interface (Part 1, Part 2, and Part 3). A must-read for anyone interested in making [...]</p>
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		<title>By: DSawyer</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-5746</link>
		<dc:creator>DSawyer</dc:creator>
		<pubDate>Sat, 18 Sep 2010 14:46:43 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-5746</guid>
		<description>had to say-now I guess that &#039;Recovered&#039; popup&#039;s automatic. I&#039;d have to mod consoles for some of these games, but they&#039;re great for the Chill/GF/Wii factor. Thanks for the heads-up on some of these things!</description>
		<content:encoded><![CDATA[<p>had to say-now I guess that &#8216;Recovered&#8217; popup&#8217;s automatic. I&#8217;d have to mod consoles for some of these games, but they&#8217;re great for the Chill/GF/Wii factor. Thanks for the heads-up on some of these things!</p>
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		<title>By: DSawyer</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-5743</link>
		<dc:creator>DSawyer</dc:creator>
		<pubDate>Sat, 18 Sep 2010 12:38:58 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-5743</guid>
		<description>Well Tali&#039;s bits. I just went through Eden Prime, Citadel, and half of Bring Down the Sky too broke to buy her something nice... and only now I find out what &quot;Recovered Items&quot; popup with no cancel button really is! My oversight..

And I didn&#039;t expect to need fourth items for characters to swap. Then again, another symptom of the console-itis plague, plus lazy.

(On PC it&#039;s become standard to download the Fans Own Laboriously Created UI Mod for X game. well, even if Bioware didn&#039;t make the UI, some doofy license protection issue makes it difficult to mod. Anyway, fortunately some things can be &quot;fixed&quot; even if it breaks immersion.)

Personally I won&#039;t complain about cost though, some simple console games in the 80&#039;s cost $50. A lot with inflation.

Awesome game so far!</description>
		<content:encoded><![CDATA[<p>Well Tali&#8217;s bits. I just went through Eden Prime, Citadel, and half of Bring Down the Sky too broke to buy her something nice&#8230; and only now I find out what &#8220;Recovered Items&#8221; popup with no cancel button really is! My oversight..</p>
<p>And I didn&#8217;t expect to need fourth items for characters to swap. Then again, another symptom of the console-itis plague, plus lazy.</p>
<p>(On PC it&#8217;s become standard to download the Fans Own Laboriously Created UI Mod for X game. well, even if Bioware didn&#8217;t make the UI, some doofy license protection issue makes it difficult to mod. Anyway, fortunately some things can be &#8220;fixed&#8221; even if it breaks immersion.)</p>
<p>Personally I won&#8217;t complain about cost though, some simple console games in the 80&#8217;s cost $50. A lot with inflation.</p>
<p>Awesome game so far!</p>
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		<title>By: jay</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/comment-page-1/#comment-4546</link>
		<dc:creator>jay</dc:creator>
		<pubDate>Sun, 15 Aug 2010 20:46:42 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=999#comment-4546</guid>
		<description>I bought mass effect to play thru before I play though ME 2. I completed a long chain of events and was rewarded with lots of great items at the climax. Problem? Oh I suddenly and inexplicably ran out of room and had to turn seven of them (over half) to omni-gel.

This is the worst video game experience I&#039;ve ever encountered. Unfortunately I quick-saved after the items were put into my inventory. I&#039;m considering throwing the game away at this point.

Great game design.</description>
		<content:encoded><![CDATA[<p>I bought mass effect to play thru before I play though ME 2. I completed a long chain of events and was rewarded with lots of great items at the climax. Problem? Oh I suddenly and inexplicably ran out of room and had to turn seven of them (over half) to omni-gel.</p>
<p>This is the worst video game experience I&#8217;ve ever encountered. Unfortunately I quick-saved after the items were put into my inventory. I&#8217;m considering throwing the game away at this point.</p>
<p>Great game design.</p>
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