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Skyrim's Menu System Overhaul

Gikoku

driftin' along.
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Bethesda realizes that in a world as massive and complex as Skyrim, players need a menu system that is not only comprehensive but easily accessible. Oblivion which did have a functional menu system had one that was too cumbersome for many (though not as bad as other nameable RPGs), and thus for Skyrim, Bethesda is taking a new approach.​
Scrapping the menu system designs of the recent past (Oblivion, Fallout 3, etc), Bethesda is starting from scratch and believe it or not, are taking inspiration from some of Apple's interface designs (given their experience with making easily accessible & revolutionary UIs). Todd Howard explained to Game Informer:​
You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was 'What if Apple made a fantasy game? How would this look?' It's very good at getting through lots of data quickly, which is always a struggle with our stuff.”
Game Informer then went into detail on how the new menu system works in Skyrim...​
(Click the logo for the full Article)
Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”​

Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways​

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.​

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.​

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs.​
 
the fact that they are not trying to make this a main selling point of the game is one of the best differences that exist between their approach to making and marketing RPGs and that of lionhead.
 
Im glad they are putting a lot of effort and thought into this as menu systems and the ease of using them can make or break a game. Oblivion and Fallout had decent systems but they could be better so as long as they can improve on them then it will be a winner.
 
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