NEWS & UPDATES

News > Developer Blog
Working on the User Interface

Hello everyone, my name is Michael Voigt, and I’m the Lead UI Artist here at BioWare Austin. In this blog, I’ll share some of our vision and goals for the user interface in Star Wars™: The Old Republic™ and the solutions that we used to achieve them.

The Original Vision

During the early phases of prototyping we determined that we wanted a user interface that was more streamlined than most standard MMORPG interfaces. We wanted the user interface to neither detract from the world nor hinder the explorative nature of the game. We also felt that other MMORPG user interfaces were made up of a lot of complex shapes and very detailed outlines. We felt our silhouette needed to be sleek and simple and not add any extra complexity.

We used the analogy of the cockpit of a steam locomotive compared to a modern sports car. The locomotive had indicators and dials jumbled in all corners of the cockpit and the sports car had a sleek driver dash containing all the necessary indicators in an organized layout. This illustration shows the differences we were thinking about.

Interface Layout

Our game features beautiful scenic vistas and we wanted the user interface to complement those and not take away from them. The simplified sports car style silhouette gave a more letter-boxed effect and we felt this introduced less visual noise overall.

As we gradually worked to solve the complexity of the user interface, we had to ensure that the player was always provided with clear game indicators and controls. It was also critical not to alienate the seasoned MMORPG player. MMORPG standards are well established, and we did not want to stray far from those; players expect to have the ability buttons mapped close to associated keys, for example.

We analyzed each system and determined which areas could use improvement that wouldn’t confuse seasoned players and would also be intuitive for new players. Our goal was to introduce a familiar MMORPG interface that was less intimidating and innovative, all at the same time.

The Logical Grouping of Systems

As the different controls for various game systems came together we took the time to develop a logical layout for these. We took the canvas of the screen and broke that out into corners of the screen. The controls felt right pressed into these corners so as not to obscure the center combat area of the screen. Much like the controls of a sports car do not cover the view of the road, our game controls do not cover the combat/explorative portion of the game world.

Interface Layout

We came up with the following structure which you can see above in diagram form:

  1. Social Systems: Chat - Top left
  2. Game Systems : Help - Top Center
  3. Mission Systems: Top Right
  4. Navigation Systems (World Indicators) - Bottom Right
  5. Combat Systems: Experience (Player Indicators) - Bottom Center
  6. Party Systems: Companion - Center-to-Bottom left

After putting together this basic structure, we developed screen mock-ups. These were variations of different style treatments, with some mimicking real-world materials and some being more abstract. This provided a good basis to ensure we had a strong candidate to continue work on.

Screen Mock-ups

The strongest was selected and further iterated on. While we were iterating, we returned to our core concerns – that players of all experience levels would be able to easily use the interface. We also decided the final UI candidate needed to be streamlined, sleek and complementary to our worlds.

Then we took some time to look at our framing, in other words how the UI elements work around the action of the game. We noticed that the trend in game interface framing seemed to be that frames were becoming more minimalistic. For example, if you look at some of BioWare’s earliest games, often the game interface is quite large with quite a bit of framing.

We analyzed this further and noticed that screen resolution had a lot to do with this thread. Today’s graphic cards and monitors can output and display much higher resolution imagery than the VGA monitors and single-chip graphics cards of old. Older games had to have much larger framing elements to ensure text was a legible size. By contrast, we also had to be careful because screen resolution has gotten so high that text can be made too small to be legible. In The Old Republic players will be able to set their text-size preference, but we wanted an extremely usable default experience.

Increased Text Density

With all of these considerations in mind, we decided to make further refinements to reduce the amount of framing on-screen. We wanted to utilize almost all of the interface’s screen space for indicators and controls, leaving only the necessary amount of framing.

When this stage was completed, I actually felt that we held on to some framing for aesthetic purposes that could have even been further reduced - but we still had time to iterate, so more on that later.

With framing work complete for now, we took a pass at lessening the density of information and the overall ‘heaviness’ of the user interface. We found that reducing the amount of text was a great way to achieve this. Where possible, we found methods to symbolize text with icons. We trimmed the always-on text to be only the essential pieces. The overall outcome was an interface that didn’t appear overly cluttered.

Implementation

At this stage, much of our work was pure design, but with this framework in place we started the implementation of the user interface in-game. Working always with our original vision in mind, we brought each of the interfaces for our game systems online one by one.

Various Systems

With so many game systems in The Old Republic, the implementation phase was quite extensive. Most of our game systems involve quite a bit of interface interaction, and can also be quite varied, but our team of extremely talented interface developers really carried this implementation. They turned our vision into in-game reality. It was quite exciting for my team to watch them work their magic and see our designs come to life, system by system.

While it’s extremely gratifying to have my team’s vision seen in the game, The Old Republic is continuously undergoing feedback testing, both internally and externally. During implementation we were always reacting to feedback from everyone and improving the quality of the interface. We certainly see this as a process that will continue through launch and beyond.

Aesthetics

After the core systems were in-place, we took a deeper look at our aesthetics and decided to ‘tighten up the graphics’. We wanted to further raise the bar and really up the ante on our overall interface quality.

Evolving Style

To achieve this, we invoked the power of our concept artists to take our existing vision and increase the visual fidelity. Having a pass focused solely on visual qualities was essential to unifying coloration, theme and overall consistency. As you can see from this style guide, we worked hard to ensure consistency!

A Unified Theme

As mentioned before, even after working on our framing, I felt that we still had a bit of excess framing. The interface still wasn’t as minimal as it needed to be. However, during this aesthetic pass, I feel we trimmed the fat and completed our solid visual direction.

This pass also allowed us to capture some elements that were neglected along the way and give them the proper attention needed to ensure our high quality level. Right now, this image is representative of the current interface in The Old Republic.

Evolving Style

Our user interface has changed quite a bit within the ever-changing games market environment. I feel we are well on our way to achieving all of our goals and we will continue to analyze the market, observe feedback and continue to improve until ship and beyond.

I greatly enjoyed sharing this information with you and look forward to feedback and comments when you get to play The Old Republic!

Michael Voigt
Lead UI Artist
 


Discuss this article
 

COMMENTS

dgensonfer
Mon, 08/08/2011 - 10:31

I just want to let you know that I just check out your site and I find it very interesting and informative.

prisvärda flygresor

Fri, 08/05/2011 - 20:47

Hi there,

ARC Troopers is a moderate aged proffesional guild run by mature members. Our guild aims to be a small elite commando force. Our ranks are filled with mainly Troopers, but we have a quite a few consulars, and Jedi Knights. We accept all republic classes. We have voice chat sessions as well as a forum.

If you want to be part of a mature elite guild come join ARC Troopers.

http://www.swtor.com/guilds/8522/arc-troopers

-Mattbond123

Fri, 08/05/2011 - 19:17

i hope you can move your bars around!!!!!

 
Sat, 08/06/2011 - 02:04

If they are smart ( and they sure will be ) they look at alot of Addons made for blizzards WoW, maybe the most downloaded and see what the gamers like in their MMO. So I surely hope that we can change the locations of the frames.

Also an automatic NPC finder would be handy... open your quest log, see who you need to find to deliver the final mission and click on his name and see where he is on the map and walk to it automatically.. these are a few things that would make this game great... I hope that they will give us a more specific release date, I dont want to wait till christmas !!

SamiLuKiua
Fri, 08/05/2011 - 13:24

Fantastic precise info and this is one of the most nice blogs Ive read in a very long time. iphone , Microsoft MCTS , photo retouching mcsa , seo , ulcer treatment , mcse , mcts exam .

 
Sat, 08/06/2011 - 09:24

Yes, I agree with you!
BioWare really needs to look at the addon Bartender for World of Warcraft:
http://wow.curse.com/downloads/wow-addons/details/bartender4.aspx

The key functions I would like copied from Bartender:
- visibility of selected bars ON/OFF
- the ability to have more than one bar line - I, for example, like to have two or three skill bars on top of each other to suit my playstyle
- the ability to drag and drop bars and skills as you please
- the ability to have invisible UI systems which become visible upon hovering over the area with your mouse (all the six UI systems)

In addition, it would be nice if one could customize the colours of the UI too.

Mon, 08/01/2011 - 00:33

Recently found this blag and I love the work on the UI, however I'm concerned with the overall blue scheme. Will there be other color schemes to choose from or will blue be the only one? When playing on the Empire side it'd be nice to have a red or maybe a black scheme instead...or even purple.

Sun, 07/31/2011 - 18:45

The U.I. screens look excellent. Kudos to Michael and his team.
My only concern is one shared by others it seems...the placement of chat in the top left "quadrant". That said, with all the effort you and your team have put into this, I'm sure the issue has been raised and has, or will be, resolved during beta. Thank you Michael and everyone else involved with making this game such a breath of fresh air! (cliche' +1)

Sat, 07/30/2011 - 22:57

http://www.swtor.com/guilds/128667/sith-asylum

We’re a guild open to anyone on the Sith side. Lead by veteran's of mmorpgs like WoW, Rift, EQ2 and others you can’t go wrong here if you’re new to this type of gaming or if you’re also a huuuuge Star Wars fan looking for a competent, well organized guild. We will be involved in…
 Helping each other progress
 Storyline PVE
 Raiding
 PVP
 Just Plain Fun!

Thu, 07/28/2011 - 17:16

Jedi that walked between the light and the dark. The Jedi Order now sees us as traitors...We are not... The Sith think that we can be turned...We cannot...We are Grey Jedi...We can only rely on each other. We will be known for our bravery, our honor, and our strength. Are you a Grey Jedi?

We have not abandoned our brethren, our fellow Jedi. We have embraced the Light side. We have Embraced the Dark side. We stand here and we see wisdom and perspective that neither the Jedi or the Sith could see without the stepping over the line between Light and Dark. We Grey Jedi are at Equilibrium with the Force, knowing that the Force itself is neither Light or Dark. It is of one power. (For applying to this Guild please fill out the full enlistment form.) We focus on Role Playing , but we also do PVP and PVE.

Our Guild is focused on Jedi Classes, but we are willing to accept any class as long they hold to this belief: "Fear not the Dark. Fear not the Light. Fear Nothing..."

Link: http://www.swtor.com/guilds/131009/grey-jedi-order

Pre-Order NOW! (English)

Buy NOW!
The Old Republic™ is now available for purchase

Share This

Bioware LucasArts Electronic Arts Rating Teen Privacy Policy