Tuesday, April 10, 2012

The Elder Scrolls V: Skyrim interface

All screen shots are taken from the game The Elder Scrolls V: Skyrim, which was created by Bethesda. I assume no ownership over original images.

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The readout for Skyrim appears very stream-lined. Heath, Magic and Fatigue bars all appear on the bottom of the screen during normal game play. These bars will fade from view typically while the attributes they indicate are not being affected, presumably to allow the scenery to dominate most of the screen. Equipped weapons are displayed in the player’s hands while in first person view and drawn and on the player’s back and person when in third person view. Spells are only displayed when the player has “drawn” them.

Within combat, an enemy’s health will be displayed in a read out above it, along with the enemy’s name. Both enemy and player health give feedback on damage by the bars depleting, typically with some kind of accompanying sound effect either in the way of an impact noise or a creature/humanoid grunt.

There is no mini-map but rather a compass located at the top of the screen. The compass is also minimal in design, not so much showing surrounding scenery as much as indicating nearby known/discovered locations, enemies and the current direction the player is facing. The compass also serves the dual role of indicating if the player can use his shout ability; when a player uses a shout, the compass will glow blue and gradually stop glowing from the center until it returns to normal, at which time it’s possible for the player to use the shout once again.


The game has a unique menu that separates the map, items, magic and skills into four separate sub-menus. If the player presses the tab key on the PC, a compass-style menu is brought up. Pressing the WSAD keys or mousing-over a compass point and clicking brings up the corresponding menu. 




Within the Magic and Items menus, the corresponding items are sorted into categories, such as books or keys for items or destruction and illusion for magic. Both menus also have a catch all category which lists everything on the player’s person relating to either items or magic


The skills sub-menu is a constellation map wherein each constellation represents a skill tree for the player. As the player levels up, the player is allowed to light on of the stars in one of the constellations, adding to their current skills with perks. 


The map menu displays a bird’s-eye view map of Skyrim, complete with small icons displaying discovered locations in white and known but undiscovered locations in black with a white outline. Quest icons  appear in the shape of an arrowhead as do custom player icons, though the latter are cobalt in color instead of white. 


This is all, of course, without taking into account the sub menus for potion creation, blacksmithing, equipment modification, lock picking, conversation, shopping, looting, cooking, and enchanting. In a nutshell, menus such as those for creating or purchasing items have a readout similar to the item menu, with a row of available categories situated in a panel on the left hand of the screen. Each category folds out into a drop-down menu that lists available items (for shops or looting) or possibilities for creation (for any crafting sub menu – potion making, blacksmithing, etc). Typically, hi-lighting one of the items will display what is needed for it, whether it’s materials or coinage. 



Lock picking, on the other hand, is a mini-game in which the player must use the mouse or controller to rotate a lock pick around a lock and, using contextual clues in the form of how far the lock turns and what noises the lock makes, figure out how best to position the lock pick to open the lock.

The interface as a whole is a strange mix of dynamics. On the one hand, icons for locations, sound effects played when scrolling through the menus and the font appear to all fit with the fantasy and Nordic themes of the game. The smooth layout, though, can at times feel very high-tech.



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