Part II
capped off my treatment of the Infinity Engine UI; holding its five
examples in a favorable light with regard to aesthetics, functionality
and ease-of-use. In this post I will treat two oddballs of the genre
that were never popular and remain largely unknown to the mainstream: Pool of Radiance: Ruins of Myth Drannor & Temple of Elemental Evil. Both of these RPGs are turn-based and implement the D&D 3.x ruleset, with the former being the first to implement D&D 3.0 and the latter being the first to implement D&D 3.5. Both were also critically-panned on release for several reasons, not the least of which was for their notorious bugs.
While RoMD is mostly remembered in a negative light (if not entirely ignored and forgotten [1]), ToEE has achieved cult status among the "hardcore" crowd and respect has steadily grown for it [2]; in fact, I have long regarded ToEE as THE model for D&D RPGs, combining a top-notch implementation of the ruleset with genuine
tactical combat that makes the Infinity, Aurora & Electron combat
systems seem like a caricature in comparison. Moreover, its dialogue
system is able to handle the role-playing aspect with consummate ease
(that Troika failed to make meaningful use of it in their campaign is
beside the point). RoMD is also not without virtue and is part of
D&D RPG history, whether we like it or not. Yes, the game gets heaps of hate but it's not the purpose of this document to criticize its dungeon design and combat encounters; the UI, as you will see, is quite ok.
Part III: The Odd Ones Out: Pool of Radiance: Ruins of Myth Drannor, by Stormfront Studios (Sept. 24, 2001) & The Temple of Elemental Evil, by Troika (Sept. 16, 2003).
The Odd Ones Out
(2001-2003)
PoR: RoMD & ToEE title screens |
Pool of Radiance: Ruins of Myth Drannor
(Sept. 24, 2001)
Gah!
Was my request for the Luck buff ignored? I predicted installing this
would be problematic in current gen Windows but I could not foresee the
lengths to which I would have to go in order to get it running smoothly
and glitch-free. Compatibility modes, troubleshooters, toolkits and
DirectX.cpl, for example. When they all failed I asked myself "Mmm,
maybe I should just drop RoMD from my treatment range, sweep it under
the carpet and pretend it never existed, just like everyone else?" But,
that would be a cop-out and I would feel guilty...
So,
finally I said to myself, "F**k it," and undertook the rueful task of
installing Windows XP in VirtualBox, with only a glimmer of hope that it
might actually work for me - and guess what? DIDN'T WORK! Well, not
initially; but after lots of facepalming and swearing I managed to get
RoMD running perfectly! So, save yourself the trouble and just install
RoMD under XP, if you have that option. If not, you may just have to
wait for GoG to pull their finger out and finally take this title under
their wing (don't hold your breath, though).
Ok, with that out of the way let us treat the UI of RoMD!
General Remarks
Stormfront
wisely standardized RoMD to 800x600 resolution and crafted the UI to
suit (well, mostly). The screens, panels and icons offer basic
functionality but are pleasing to the eye and fairly intuitive,
responsive and easy to use. There is nothing glaringly wrong with the UI
but also nothing mind-blowingly cool about it, either: it's pretty much
stock-standard stuff that we're dealing with, here.
Chargen
As with the Icewind Dale Series, RoMD chargen consists of Character Roster (Arbitration) & Character Creation screens; the former for composing a party and the latter for creating
each of the (four) individual characters that constitute it.
Left: Character Roster Right: Character Creation |
The Character Roster screen consists of a central, shimmering "Pool of Radiance" surrounded
by a circle of slots holding four (undeletable) pre-gens; also with two
additional slots allocated for player-made characters (another circle
may be accessed when those slots are filled, supplying the player with
plenty of slots for experimentation). To form a party the player simply
clicks on the 3D miniature and adds each character to one of four empty
slots at the bottom. I like Stormfront's use of the word "miniature"
and the rendering style that conveys them: they really do look like
tabletop miniatures. The backdrop of the lush, elven forest of
Cormanthor is lovely, too.
The seven-step Character Creation process is intuitive and well-presented; the player simply choosing their race, class, alignment, stats (point-buy), spells, miniature & name
by clicking on the appropriate buttons lined up on the left side,
causing the layout of the center to change each time. As chargen
progresses the player's choices are listed on the right side, for
reviewing.
Wait, what about gender? Well, the miniature
stage of chargen offers an assortment of miniatures to choose from,
both male and female (in most cases). Feats & Skills? To the dismay
of all, they are not selectable by the player in RoMD.
Main Interface
The Adventure Screen consists of a scrolling isometric playing field (the Adventure Map) that parties navigate in a point and click fashion. Yep, nothing new to see here. Nested in the lower left and lower right are two control panels holding several icons. (The top-left panel indicates initiative order and therefore only appears in combat mode.)
Exploration mode & combat mode (with top-left initiative panel). |
You manage your party by clicking the icons in the lower-right panel. (Up to) six colored bars may be clicked on to select the characters and
center the viewpoint on them; also showing their
current health (but not any status effects). There is no marquee or
"shift/ctrl" selection to group units: the circular blue button toggles
between single unit and full party grouping, and that's it.
However, party formations may be set and then stored by the player while in single unit mode; then the party will move in the set formation upon returning to group mode. (This is superior to the pre-set IE formations because it gives the player full control of each unit's exact position within a formation; for example, instead of having a squishy unit positioned directly behind the tank, where they may still be targeted by the aggro, you can space them out more and they will always maintain that position of safety during group movement.) Beneath the save formation icon is a colored tent icon that changes to green, amber and red to indicate the danger of setting up camp (resting).
However, party formations may be set and then stored by the player while in single unit mode; then the party will move in the set formation upon returning to group mode. (This is superior to the pre-set IE formations because it gives the player full control of each unit's exact position within a formation; for example, instead of having a squishy unit positioned directly behind the tank, where they may still be targeted by the aggro, you can space them out more and they will always maintain that position of safety during group movement.) Beneath the save formation icon is a colored tent icon that changes to green, amber and red to indicate the danger of setting up camp (resting).
The lower-left panel icons call up Game Menu (an options screen just like any other), Quest
Log (Journal) and the Area Map, a zoomable image of explored territory
that allows the player to add their own notation markers - quite handy
when delving the vast dungeons beneath Myth Drannor.
Modes and actions are called up by right-clicking the playing field, causing a Pop-Up Menu to appear. The contents of the pop-up are sensitive to the selected
unit, branching into sub-menus for skill, feat and spell use. It's ok,
but for its pitiful size and fiddliness. I mean, you gave us 800x600
resolution so why not scale the pop-up accordingly? Note the highlighted
options below, and how thin they are. The pointer can easily slip off the menu and induce rage, if you're not careful.
Double the size of the pop-up, ffs! |
The pop-up also grants access to the colorful Character Sheet; its tabs allowing for EZ switching between Inventory, Spell and Stat pages. To access more info, items and stats may be right-clicked to call up a transparent pane.
The grid-based inventory is impressive, featuring drag n drop of items from backpack to rotating
miniature, and vice versa. Notice how the items are of different sizes?
Aside from being a nice aesthetic touch and making them easier to
recognize, it's more realistic (a set of full plate should take up more
space than a potion).
That's right, there is no spell selection in RoMD: you get what you're given. |
The
two stat pages simply list modifiers and skills & feats. Again,
right-clicking calls up a transparent pop-up pane that gives more info.
The combat log appears between the two lower control panels, showing just five lines
at a time; moreover, its contents are non-reviewable and are lost
forever, once faded. To be fair, the turn-based combat unfolds in a
jaw-droppingly slow manner, so you're unlikely to miss any of the
feedback. Also, unless dice rolls are toggled to on (Right Alt-key),
feedback is limited to simple things like "You used the Improved
Critical feat" or "You make a Sneak Attack!" So yeah, turn on dice
rolls.
Conversational dialogue appears in two transparent panes overlaying the field of play, with NPC
dialogue above the speaker and the player's responses just above the
lower-left panel. The font used is clear; though again, its size could
have been increased without causing issues.
Note the
colored indicators beneath the units; these are toggled with the Left
Alt-key. Enemy units may also be right-clicked to bring up a transparent
pane showing their name, AC and hit dice. These are superior to the IE
tooltips because they contain more info - and in RPGs there is no such
thing as TMI.
Left: Combat log. Party is buffed with Bless. Right: Dialogue mode. |
Pros, Cons & Conclusion
Pros:
- A pleasing-to-the-eye UI.
- 800x600 as standard.
- Fairly efficient pop-up menu.
- The transparent panes are informative and avoid clutter.
- Tabs in the Character Sheet (used also by IWD2, ToEE & NWN2).
- Drag n drop inventory, miniatures and different-sized item icons (love all that).
- Notation markers on the Area Map, zoomable maps, flexible formations.
Cons:
- All panels, icons, pop-up menus and transparent panes could do with an upscaling.
- The combat log is BASIC.
- There is no marquee selection.
Conclusion: The UI is solid, beating the IE UI in a few minor ways but overall not
being as feature-packed and responsive. It's also much easier to make a
UI when you dumb down the ruleset and remove many of its features...
The Temple of Elemental Evil
(Sept. 16, 2003)
Chargen
The backdrops in ToEE utterly destroy those of the IE RPGs |
Troika's
UI offers a few stand-out features that set it apart from most other
titles in my treatment range; for example, the fully integrated
rulebook, spell-targeting visual aids for fairly accurate AoE placement
(they are not perfectly precise), and the feature-packed radial menu
that offers tactical options other RPGs can only dream about.
Chargen consists of three main screens presented in the order of Party alignment, Character pool (Arbitration/Roster) and Character Creation. The scrolling backdrop is of the Temple interior, depicting stained
glass windows, lit candles and burning braziers. Presentation, right
there. Players may hide the pre-gens and also characters whose alignment
is precluded by the party alignment, shaded red. Nice.
The thirteen-stage Chargen offers both "rolling" and point buy methods. I'm not going to bore the reader with every stage because it's standard fare that I've covered already with IWD2 and RoMD; in fact, that goes for the rest of this post in general, where I will attempt to highlight the key virtues and flaws, instead of laboring over every last detail.
Note the blue character abilities hypertext link. The entire D&D rulebook is accessible from any hypertext link - and that is simply awesome. Who needs a manual, SRD or wiki? It's built into the game. And the best part is: the combat log is also hypertexted so that the player has full access to the rulebook DURING COMBAT.
Left: Point buy Right: Hypertext link. |
"Right-click" or "drag n drop" adds (or removes) a Feat or Spell to the selection field. My criticisms are twofold; one, the window should have been extended vertically to allow for a longer list; two, mouse-wheel scrolling should have been enabled (it's enabled elsewhere, so why not here?)
.
Main Interface
Nested in the lower-right corner is the Main Icon Bar made up of eight icons that call up various modes. The inventory panel
is similar in style to RoMD in that tabs are used to switch between
skills and spell book pages. Inventory is drag n drop but I can't
forgive the lack of sounds because the IE and RoMD featured them, and
they are older titles. Every item icon is the same size, though they are
large enough and well-drawn.
Portraits line the bottom of the screen, with little color-coded indicators for buffs and debuffs. Clicking on the indicator links directly to the
specific entry in the rulebook. In combat, portraits of all combatants
line up along the top of the screen and the order of allied actions may
even be delayed by dragging the portraits up and down the initiative
order (almost no one knows about this feature, and many who do forget to
use it).
The visual aid for AoE placement is another highlight, a feature sorely lacking in other RPGs in my
treatment range. Here you can see the circular targeting aid for
Fireball and the cone-shaped one for Cone of Cold.
Here
is the targeting aid for Lightning Bolt. Another nice feature is the
ability to hold down the Left-Alt key to view any Attacks of Opportunity
against your unit before it makes its move (below right).
As with PS:T's portable pop-up, ToEE's radial menu is called up by right-clicking over the playing field. Exploring the
menu causes it to branch out wildly (in contrast to NWN's "switching
menus"), meaning in some cases the player has to scroll the screen in
order to see all options. Slightly annoying, that. Thankfully, commonly
used options can be hotkeyed (e.g, the famous and oft-used "five foot
step"). Note the sheer number of tactical options available to the
player, probably the reason Troika thought to use a radial menu in the
first place.
Despite being small and fiddly, the crafting menu is serviceable. In the below vid, my cleric crafts a masterwork bastard
sword to +3 enchantment, adding Holy & Axiomatic properties to it
for good measure. Note how I give my item a shorter name - the reason?
Lengthier names result in CTDs... so yeah, major point deduction for
that kind of nonsense!
Everything
else is standard fare, though player responses in the dialogue window
use symbols to indicate the skill check. Here, the "Ear" symbol
indicates that "Gather Information" has been checked. The writing in
ToEE is bland and uninspiring, but the point is that the framework was
there for proper role-playing in dialogue.
Moreover, if the dialogue window is scripted to pop up during combat, it
does so smoothly and without the jarring effect that plagues the IE
RPGs. Though Troika failed to take advantage of it, this smoother sense of
transition between combat and dialogue could have been used to make an
enemy reactive to its situation, blurring the line between all-out
hostility and dialogue, as the encounter is played out.
Ok, so what can we conclude?
Pros:
- The UI panels are clear and full of info.
- 800x600 as standard and the UI designed with that in mind.
- A radial menu holding almost every single tactical option within it (and there are far more than any other RPG).
- Tabs in the Character Sheet (tabs rule, it's not up for debate).
- Fully integrated rulebook (no other cRPG can boast of this).
- Draggable initiative order (again, no other cRPG has this).
- Marquee selection.
- Spell-targeting visual aid for AoE placement.
Cons:
- The crafting menu is annoying and its bugs may cause CTDs (fixed in Co8).
- Subpar portraits and paperdolls - to say the least.
-
The UI is largely silent (there are almost no sounds to confirm
selections, and the ones it does have are not agreeable to my ear).
- Slightly inaccurate, inertia-prone cursor.
-
I'm annoyed by the inconsistency in the required method of selecting
feats & spells: sometimes you can just right-click; other times you
have to drag n drop to the empty field.
-
Likewise, in chargen you should be able to assign ability scores by
right-clicking instead of dragging them to the empty field. (Temple+ may address this in the future.)
Conclusion:
Considering that Troika were able to draw from many UI examples of the
past (what to do, what not to do), their effort is quite disappointing
to me.
Sure, in some ways the interface has not been matched even to this day
(what a disgrace), but the crafting menu bug, occasional fiddliness,
annoying cursor and lack of sound are unforgivable. That said, it's still a great UI and I have put up with its shortcomings over the years, long before the advent of Co8 and Temple+.
If you're interested
in seeing how the UI functions in the best D&D combat system ever,
please refer to the vids in this post (Co8 + Temple+).
Index of ToEE.
Next Up: User Interface Evolution - Part IV (WiP)
The Aurora & Electron Engines: Neverwinter Nights & Neverwinter Nights 2.
EoP
Hi Lilura! Any chances for this series to be completed anytime soon? It was a very original and promising one, and I’d very much have loved to hear your thoughts on NWN and KOTOR within the interface-wise approach. In any event, though, thank you for all your hard and scrupulous work on maintaining this blog.
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