User Interface Analysis: Skyrim
link: http://www.gamasutra.com/blogs/EricSchwarz/20111114/8890/User_Interface_Analysis_Skyrim.php
In my previous article, I took a pretty scathing and 
critical look at 
Skyrim's PC user interface, as well 
as some of the issues with the port in general, such as poor performance.  
Bethesda released a day-one 1.1 patch just after I had written the article, 
which fixed a number of the interface problems (such as inconsistent keyboard 
and mouse controls), but it's clear that the shipping version of the game still 
had some major problems, and likely that the PC version fell by the wayside in 
order to hit that majestic "11/11/11" shipping date.
Though user interface is something that one can write books on, and has been 
the subject of a number of my 
previous articles, 
Skyrim's user interface is 
something which I feel deserves specific scrutiny beyond the PC compatibility 
and usability complaints I voiced.  Indeed, 
Skyrim has, for all its 
sleekness, has, to be completely frank, one of the worst user interfaces I have 
had the displeasure of using.  
Skyrim, the game, is one of Bethesda's 
best works and a substantial improvement over previous ones, I do want to 
stress... but actually interacting with the game is 
an exercise in 
frustration, and the interface itself violates so many fundamental design tenets 
that it's downright upsetting.
Oblivion and 
Fallout 3, it's fair to say, did not have the 
best user interfaces.  Their layouts were a bit confusing and inconsistent, 
there were too many tabs, menus, nested menus, menus with multiple pages and 
sub-screens, etc.  Moreover, in 
Fallout 3, close to two-thirds of the 
screen space was taken up by the Pip-boy 3000, a fancy model with lots of 
shaders which had precisely no gameplay function whatsoever (but it sure did 
look neat, huh?).  One would think that after these two instances, Bethesda 
would go back to the drawing board and try to improve things for the better.
Initially, it looked that way.  Bethesda's bold new iPod-esque design, with 
plenty of clean, futuristic fonts and scrolling "cover flow" menus was clean and 
seemingly efficient, removing a lot of the excess baggage of previous menus and 
more effectively organizing information.  It's fair to say that this is one of 
the more radical redesigns of a user interface in a modern console game short of 
Fable III's interactive 3D Sanctuary.  However, like 
Fable 
III, 
Skyrim completely forgets that conventions exist for a 
reason... and demonstrates that Bethesda really have not learned very much about 
designing interfaces at all.
Poor Use of Space
The first, and most glaring fault, and a problem shared with their previous 
games no less, is an almost criminal misuse of space.  Though the 
heads-up-display is minimalistic and efficient actually getting into the menus 
demonstrates an almost complete ignorance of even the most basic design rules.  
Upon opening up one of the game's menus (inventory or magic are the two most 
common), one is greeted with a single sidebar on the left or right side of the 
screen, containing a list of categories.  While there are ten distinct entries 
on the inventory list (depending on what types of items the player has), the 
default position for the list is not at the top of the screen, but at the center 
of the screen.
While this is immediately more readable, it quickly becomes apparent that not 
all entries can fit on-screen at once.  On a gamepad, this means that sometimes 
you'll need to do additional scrolling to be able to read some of the additional 
items in the menu.  On the PC, you'll need to actually scroll the list just to 
be able to click on the items that fall off-screen, even though there is more 
than enough real estate on screen to click each of them.
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Despite all that extra space up top, the default list position makes no 
use of it whatsoever. | 
Actually selecting one of these categories will reveal a second menu which 
lists all items within that sub-category, i.e. potions or weapons.  However, 
whereas a single column works for the smaller, ten-items-at-most list for 
inventory and magic categories, for the items underneath, it's a complete 
disaster.  While only a few items won't put any stress on the format, when you 
have potentially dozens or even hundreds of items, as in the case of various 
potions, ingredients, food items, and so on, this misuse of screen space and 
fixation on adhering to a specific aesthetic means that sometimes it can take 
ten seconds or more to even reach the item you're looking for.  Adding another 
column  would have mitigated the problem almost entirely, and placing the 
default list position at the top of the screen rather than the center would have 
further reduced additional scrolling.
Finally, there's the item or spell display itself.  Though it likely seemed a 
good idea at the time, over 50% of the screen space is taken over by a 3D model 
or particle effect of a given item, with attributes and a short description 
taking up close to 20% of the entire usable screen space.  Why this is, I cannot 
fathom.  Most of your time in the inventory will be taken up scrolling through 
items, not staring at 3D models.  Furthermore, a separate option to examine the 
models in detail already exists - so why do they take up so much room by 
default?  I imagine the goal was to show off the pretty models their artists no 
doubt worked very hard on, but to devote so much screen space to such a 
non-essential function is a major interface slip-up.
Text vs. Pictures
One immediately apparent characteristic of 
Skyrim's menus is that 
they almost entirely eschew pictures, instead replacing everything with text, 
sorted alphabetically in most cases.  This is a trend I've seen in a lot of 
modern games lately, and is often sold as "getting rid of the 
Tetris 
inventory" or the more general "streamlining."  Unfortunately, such a mode of 
thinking completely misses out on some of the many advantages that pictures and 
icons have over text.
While smart sorting options and using text aren't outright bad decisions, I 
want to stress, text, especially on a TV screen where real estate is more 
limited, takes up significantly more room than icons can, and have the immediate 
downside of being less easily identifiable.  Those lengthy lists which define 
Skyrim's menu systems could take up half the space if more traditional 
and RPG-like inventory icons were used instead - and it would have further 
eliminated the need for a large 3D model to take up the majority of screen 
space.
One of the most defining features of RPGs, especially in the West, has been a 
paper doll feature, or a graphical representation of the in-game character.  
Traditionally, this was done (even in previous 
Elder Scrolls games) due 
to technical limitations, as highly-detailed and unique sprites were often 
beyond the graphical capabilities of many game engines.  Over time, this 
practice has generally waned, mostly because modern games are able to display a 
high-detail 3D representation of the player character anyway, either during 
gameplay or in cutscenes.
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Though clearly not optimized for a gamepad, Icewind Dale and other 
Infinity Engine games accomplish far more with pictures than with 
text. | 
Though the paper doll was initially included in games as a compromise, a way 
to have a customizable character without needing to create high-detail animated 
sprites for every possible combination of races, sexes, equipment, clothing, and 
so on, it also ended up serving a very important purpose as far as user 
interface goes.  The paper doll, more than just a vanity, helped to instantly 
and immediately express exactly what items a player character had equipped - 
what suit of armor, what weapon, what magic amulet, and so on.  When coupled 
with an "equipped" inventory sorter of some variety, it meant that players could 
quickly and easily figure out what items they had equipped at any given time, 
literally at a glance.
Skyrim removes the paper doll function entirely in favor of the 
aforementioned 3D models, and the result is that it's actually harder to figure 
out what one's character is using at a given time.  Playing as a warrior, unless 
I have my weapon at the ready, I genuinely have no idea what I have equipped, 
potentially until it's too late and I meet the game over screen.  Playing as a 
mage, unless I have my spells at the ready, I have no idea what I can cast at a 
given moment, leading to much mashing of hotkeys - and furthermore, as many 
spells share similar visual effects, often I find myself casting the wrong spell 
for a situation because I can't even tell them apart until I've fired them 
off.
Comparing the interface in 
Skyrim to the interface in 
Icewind 
Dale, it seems that the old Infinity Engine was capable of producing a more 
immediately usable, quicker, and more attractive interface than all the modern 
technology and theft from Apple in the world could.  The pictures look good, 
it's easy to see what each item is, there are reams of more detailed information 
to be had at a single mouse click, quick-slots are easy to set up, it's never a 
mystery what items I have equipped, and there's even something tactile about the 
weighty sound effects and item selection lacking from 
Skyrim's sterile 
menus.  Even 
Arena did some things better than 
Skyrim, and 
that was over fifteen years ago.
The Worst Screen in the History of UIs
That header is not hyperbole.  I think that 
Skyrim has genuinely 
managed to lay claim to the title of "worst interface element ever made."  It 
comes in the form of the skills menu, used primarily for leveling up.  It 
violates almost every single rule about designing user interfaces, and it does 
so for only one reason - to show off a pretty picture.
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Among many other problems, the skills screen doesn't even give you an 
idea of how many skills there are to choose 
from. | 
The gimmick with the skill screen is that it resembles a number of 
constellations in a night sky, with each constellation representing a specific 
skill.  I was under the impression that in previous 
Elder Scrolls lore, 
it was birthsigns that were the constellations, but I guess that idea was thrown 
out the window as birthsigns have been removed in
 Skyrim.  But I 
digress.  There are honestly so many issues with this screen that I am just 
going to list them one-by-one.
- It's impossible to see all the skills at once.  Want to know what your skill 
level in something is?  Prepare to do some additional left and right scrolling.  
Depending on what skills you use, this could mean several seconds and close to a 
dozen discrete inputs to move the list along to where you want it. 
 
- It wastes a lot of extra screen space.  By linking each of the headers to an 
image, instead of, say, displaying multiple rows or a vertical list with 
independent images, the numer of items on screen at once is further limited. 
 
- It needlessly violates conventions both in games and in the real world.  
From an early age, we are taught to read information left to right, and to list 
items top to bottom.  This convention may not be the ultimate in organization, 
but it works and most players are going to be used to it.  Instead, 
Skyrim presents a left-to-right list of items which is completely 
counter-intuitive to our existing understanding of how lists work. 
 
- The default point is the center, not the left side.  Though it may seem more 
intuitive to place the currently-selected skill in the middle of the screen, in 
actuality it creates more work for the player, as the eyes have to travel both 
left and right to view other skills. 
 
- The list scrolls both left or right, meaning there is no "starting" point to 
go from.  Usually in a game I want to know my information is organized in some 
sort of coherent way, but in Skyrim, the left and right scrolling ruins 
any spatial organization of information players might have.  Furthermore, 
anything that's off-screen might as well not exist at all, so if it's not 
immediately visible, you probably won't have a clue of exactly where it is in 
relation to the other items. 
 
- On the PC, the controls are baffling and awkward.  Mouse clicks only move 
the list one position left or right.  Think you can click on one of those 
far-off items to select it?  Too bad.  I mean, really, what do you think that 
mouse even is, a cursor or something? 
 
- When it comes time to inspect the perks in the skill trees themselves, or 
level up, only one perk's details are visible at one time.  This makes it 
impossible to view information at a glance, and furthermore means that it's 
harder to compare different perks to one another and weigh trade-offs. 
 
- You have to go back from the perk menu to change to a different skill.  The 
way the controls are set up both on PC or gamepads, using the usual "back" 
button actually closes the entire skills screen, rather than going back to the 
main list.  Why the needless break from convention?  I certainly couldn't tell 
you. 
 
- Navigating through different perks is a tedious and difficult process.  
Rather than using a list, perks are represented by stars in each constellation, 
and must be "traveled" to using the analogue stick or mouse pointer.  If you're 
imprecise with your movement, be prepared to waste time as you travel to the 
wrong perk selection.  Furthermore, it takes around two seconds to move from one 
perk to the next, which itself can grow irritating if you want to find something 
at the opposite end of the perk tree. 
 
- UI elements and camera perspective can actually block out perks that should 
be visible.  Instead of being able to see all the perks at once, the angle of 
the camera means that only a handful of them are even visible in the first 
place.  In some cases, such as the "Perks to increase" counter visible in the 
screenshot, the titles of perks that should be visible are actually blocked out 
entirely, requiring additional scrolling. 
 
- When leveling up, there is no way to go back on a selection you've already 
made.  Chosen a perk and then change your mind?  Maybe pressed the back button 
by mistake and kicked yourself out of the menu again?  Too bad, you're stuck 
with your choice.  Almost every single RPG I've ever played has had a "confirm 
changes" button somewhere, usually upon fully exiting a menu rather than 
immediately after selecting a given item.  Why it's not in Skyrim, I 
can't say. 
 
I honestly do not know who designed this portion of the interface, but it has 
so many elementary problems that I have trouble understanding how it even made 
it into the game - surely, somewhere, someone must have said "you know, this 
doesn't really work well"?  And yet they didn't - it's in the game, and players 
have to suffer through it.
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As if scrolling everywhere wasn't bad enough, doing it in different 
directions presents its own share of issues. | 
I have a theory about what likely happened.  Somewhere, a designer came up 
with the idea... "it'd be cool if there were constellations, with all these 
stars on it representing skills."  Then, some artist whipped up a neat concept 
that looked really pretty, and everyone was on board.  However, in not sitting 
back and asking exactly how it would work from a user interface perspective, 
what the trade-offs were, and so on, the result was something not at all 
enjoyable to use, or intuitive.  Developers sometimes get married to an idea 
they really like, to the point where it can sometimes interfere with the rest of 
the game... in this case, Bethesda's designers were probably dead-set on this 
idea.  As a result, one of the game's more important interface elements was 
utterly ruined... all for the sake of a pretty picture.
Conclusion
I again want to stress that I have been enjoying my time with 
Skyrim.  The game is great, it's a lot of fun, and aside from my 
complaints with the interface and the PC version of the game, it really is a 
great experience compared to previous Bethesda titles.... and for what it's 
worth, there is one thing about the UI I do like - the mouse/stick gestures for 
selecting menus does work very well.  I also don't want to point any fingers at 
anyone in particular; I don't work for Bethesda, I don't know their company 
culture, and I don't know who makes exactly what decisions, or how much freedom 
and back-and-forth there is.  Put simply: there is nothing personal about my 
complaints, and I genuinely hope they are ot taken that way.
Even so, I have trouble understanding how such a, frankly, badly-designed 
user interface ever made its way into a supposed triple-A game.  If Bethesda 
don't have a dedicated interface designer or engineer, then it's clear they need 
to get one as soon as possible.  If they're willing to sacrifice so much 
functionality and usability for the sake of aesthetic gimmickry, on the other 
hand... well, then I think maybe there are deeper problems at Bethesda that the 
company needs to work out, and in a way which doesn't leave their players 
saddled with the soiled fruits of their experimentation.  The interface is one 
of the most important parts of the game; it's time to see it given the respect 
and attention it deserves.