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David Candland's GDC presentation on Destiny's UI... (Destiny)

by Korny @, Dalton, Ga. US. Earth, Sol System, Saturday, April 16, 2016, 22:29 (3236 days ago)

In case you miss it on the yes-it-totally-exists front page, David Candland's "Tenacious Design" talk is available for viewing on a neatly-organized video (you can even click the sections on the left! What a time to be alive!).

Ever wonder why Bungie went with a free cursor instead of linear menus?
Ever wish to see the different iterations of the Character screen that Bungie went through before they made the one that we have now?
Curious as to why Evil Otto has a sonic screwdriver in his inventory?

Answers here!

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The Director

by narcogen ⌂ @, Andover, Massachusetts, Sunday, April 17, 2016, 02:22 (3236 days ago) @ Korny

There's a lot of good information here about the details of Destiny that were obviously a real pain to make, took a lot of time, but are nearly transparent to the user because of how mind bogglingly well they work, especially compared to similar systems in other games and even productivity applications.

Of special interest to me, though, is the segment later in the presentation on The Director. For one thing, it directly refutes one of the tentpoles of the Reddit rumors about Destiny development hell, by suggesting that the Director was designed to be the central focus of the game from the start of serious development in 2010.

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The Director

by Korny @, Dalton, Ga. US. Earth, Sol System, Sunday, April 17, 2016, 02:25 (3236 days ago) @ narcogen

There's a lot of good information here about the details of Destiny that were obviously a real pain to make, took a lot of time, but are nearly transparent to the user because of how mind bogglingly well they work, especially compared to similar systems in other games and even productivity applications.

Of special interest to me, though, is the segment later in the presentation on The Director. For one thing, it directly refutes one of the tentpoles of the Reddit rumors about Destiny development hell, by suggesting that the Director was designed to be the central focus of the game from the start of serious development in 2010.

Hard to believe that it was an 11th hour fix to what we have now, considering how wildly different all of the iterations were. The Tower itself looks like it wasn't going to be a very big focus until the end, judging from the linear Director with all bounties available...

Pretty neat.

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The Director

by Kermit @, Raleigh, NC, Sunday, April 17, 2016, 21:46 (3235 days ago) @ narcogen

That bit about looking back at all previous iterations is golden, and useful to me professionally.

The Director

by Evil Otto, Monday, April 18, 2016, 14:17 (3235 days ago) @ Kermit

Thanks everyone! I still lurk here on occasion :)

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The Director

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, April 18, 2016, 15:21 (3235 days ago) @ Evil Otto

Thanks everyone! I still lurk here on occasion :)

Loved the talk (confused by the tough crowd). I have a couple of lingering questions, if you don't mind.

Was there a specific reason that you guys initially opted to go with exclusively button-based menu options rather than sliders?

And I was curious as to why some settings (such as audio mix) have sliders, and others that would normally have sliders (such as the new HUD opacity option) are buttons.

With regards to avoiding too much clutter on the screen/menus, were there certain functions and settings that were sacrificed from the UI that you worked on, or would have liked to see, for the sake of neatness? I noticed that Density Destiny has a very simplified UI (especially when compared to other games, such as Battlefield), and many features seemed deliberately missing (such as audio and accessibility options, which were added in later).

Always happy to see Bungie folks popping in.

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The Director

by dogcow @, Hiding from Bob, in the vent core., Monday, April 18, 2016, 16:08 (3235 days ago) @ Evil Otto

Great job overall. During the beat one my "love to hate Halo" friends had to bring himself to admit how much he liked the UI in Destiny. I'm excited to watch this presentation.

The Director

by marmot 1333 @, Tuesday, April 19, 2016, 01:06 (3234 days ago) @ Evil Otto

Very cool. I really enjoyed the talk.

The flyout bit was fascinating. The velocity and trajectory triangles were a smart solution to that problem.

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Unanswered question:

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Monday, April 18, 2016, 14:26 (3235 days ago) @ Korny

Why are my friends playing Destiny listed in a seemingly random order in the roster tab? It's maddening.

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or maybe say WHICH friends are in that activity, Director?

by Vortech @, A Fourth Wheel, Monday, April 18, 2016, 14:54 (3235 days ago) @ CyberKN

I'd be more OK with that if it was at least done to keep fire teams on the same page, but sometimes it's not even that.

More important to me, though, is why i need to click in to see their activity in Destiny. There is literally no more common or important use for that menu. Why not put it in the hover pop-up text?

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or maybe say WHICH friends are in that activity, Director?

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, April 18, 2016, 14:58 (3235 days ago) @ Vortech

I'd be more OK with that if it was at least done to keep fire teams on the same page, but sometimes it's not even that.

More important to me, though, is why i need to click in to see their activity in Destiny. There is literally no more common or important use for that menu. Why not put it in the hover pop-up text?

Yeah, that would be really nice. "2 friends here". I should be able to see who they are, and join right up just by hovering over that.

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or maybe say WHICH friends are in that activity, Director?

by Kermit @, Raleigh, NC, Monday, April 18, 2016, 15:27 (3235 days ago) @ Cody Miller

I'd be more OK with that if it was at least done to keep fire teams on the same page, but sometimes it's not even that.

More important to me, though, is why i need to click in to see their activity in Destiny. There is literally no more common or important use for that menu. Why not put it in the hover pop-up text?


Yeah, that would be really nice. "2 friends here". I should be able to see who they are, and join right up just by hovering over that.

Fingers crossed that this makes it into Destiny 2. It's nearly useless to see that a number of people you know are at a location, but not know who they are or have any other options.

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And why show 11 players on a page instead of 12?

by Kahzgul, Monday, April 18, 2016, 15:10 (3235 days ago) @ CyberKN

This has bugged me since my first pvp match. The roster for your room of 12 players is two pages long because it only shows 11 on one page. Very annoying.

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And why show 11 players on a page instead of 12?

by Vortech @, A Fourth Wheel, Monday, April 18, 2016, 15:55 (3235 days ago) @ Kahzgul

[image]

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And why show 11 players on a page instead of 12?

by Kahzgul, Monday, April 18, 2016, 16:35 (3235 days ago) @ Vortech

[image]

That would make so much more sense if there were only 10 players in a game.

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And why show 11 players on a page instead of 12?

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, April 18, 2016, 16:40 (3235 days ago) @ Kahzgul

This has bugged me since my first pvp match. The roster for your room of 12 players is two pages long because it only shows 11 on one page. Very annoying.

Because very few people have a 1920 x 1200 TV. :-p

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And why show 11 players on a page instead of 12?

by Kahzgul, Monday, April 18, 2016, 18:57 (3235 days ago) @ Cody Miller

This has bugged me since my first pvp match. The roster for your room of 12 players is two pages long because it only shows 11 on one page. Very annoying.


Because very few people have a 1920 x 1200 TV. :-p

Even showing only 6 per page would make more sense. You could give each team its own page.

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Yep. It's mind boggling.

by Ragashingo ⌂, Official DBO Cryptarch, Tuesday, April 19, 2016, 00:50 (3234 days ago) @ Kahzgul

- No text -

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Dat "Flyout Menu" segment!

by CruelLEGACEY @, Toronto, Monday, April 18, 2016, 18:19 (3235 days ago) @ Korny

The Flyout Menu segment is absolutely brilliant. Perfect example of solving a difficult problem, and solving it so well that I never even noticed it. If feels perfectly natural and intuitive in action.

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Dat "Flyout Menu" segment!

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, April 19, 2016, 01:28 (3234 days ago) @ CruelLEGACEY

The Flyout Menu segment is absolutely brilliant. Perfect example of solving a difficult problem, and solving it so well that I never even noticed it. If feels perfectly natural and intuitive in action.

I actually went and tried it out, because it never clicked in my mind that it did that. I think for the most part I would do the 90° turn anyway, but not realize if I didn't... Neat stuff. I would have assumed that folks would just adapt to the angle-based access.

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Dat "Flyout Menu" segment!

by Vortech @, A Fourth Wheel, Tuesday, April 19, 2016, 03:11 (3234 days ago) @ CruelLEGACEY

I'm about 99% certain that I put a post on DBO about it when it was in the patch notes. I even remember somebody asking me what the phrase Amazon Menu meant and I responded with video that explained the whole thing. Damned if I can find the post, though so maybe I just live a rich fantasy life inside my brain. Anyway it's something that I definitely noticed was missing when the game was new, and then much appreciated it when it was added about a year ago.

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