A perfect example of the wrong way to do a UI

The AIR Career Path interface is… well everything but good, usable, enjoyable and easy.

Most of the interface is empty space that does nothing. most notably the entire center. You know, the place were the eye naturally goes to look for information, especially when everything thing else is designed like a bullseye that draws the eye to the center. Or were you going for roulette? just hoping for luck that a person will get something they want.

pop-up information (windows? sub-box? unmovable reward area and purple assistance person) that covers up information?

why even have an interface if you cant use it.

And still, as has been mentioned and ignored every time: TOO MUCH USELESS PADDING. Seriously, fire whoever keeps demanding this crap look like this. Hire someone that ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶t̶o̶ ̶s̶c̶h̶o̶o̶l̶ ̶ taken a class on product design.

Different and pretty is not the same as good or better. You will loose customers with this route.


CCP is particularly fond of pop up windows that blcok other functions . the latest addiditon being the compressionn window that serves no actual purpose. or the windows when you execute an action that isnt allowed, blocking everything until you find the OK box and click on it (enter should be sufficient). add to this the feature that makes boxes you closed reappear when you session change is particularly annoying,.
i have said in multiple threads, making things pretty doesnt make them better. we need game developers not more artists that dont even know how the game is played


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