Civilization VII's Deluxe Edition launched just yesterday, and the internet is already buzzing about its user interface (UI) and other issues. But is the UI truly that bad? Let's delve into the game's UI elements and see if the online criticisms are justified.
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With Deluxe and Founder's Editions players experiencing Civ VII for less than a day, criticism is already mounting, particularly targeting the UI (and other missing quality-of-life features). Before jumping to conclusions, let's objectively assess whether the UI truly deserves the harsh judgment. We'll break down its components and evaluate them against the standards of a well-designed 4X interface.
While some argue for objective 4X UI design principles, the reality is more nuanced. A game's context, style, and goals influence UI design, making a case-by-case evaluation necessary. However, common elements consistently appear in successful 4X UIs, based on extensive research by visual design experts.
Let's evaluate Civ VII's UI against these crucial elements:
A clear information hierarchy prioritizes accessibility and importance. Frequently used resources and mechanics should be prominent, while less crucial features remain easily accessible. A good UI doesn't display everything at once; it organizes information logically.
Against the Storm offers a prime example. Right-clicking a building reveals a multi-tabbed menu, prioritizing common actions (worker assignment, production) in the default tab, while less frequent functions are in subsequent tabs.
Civilization VII's resource summary menu displays resource allocation across the empire, separating income, yields, and expenses via dropdowns. Its tabular format facilitates tracking, and the menu collapses easily. However, it lacks specificity. While overall resource totals from Rural Districts are shown, the exact district or hex isn't specified. Expense breakdowns are also limited. The UI functions adequately, but greater granularity would improve it.
Effective visual indicators convey information quickly using icons, colors, or overlays, minimizing reliance on text.
Stellaris's Outliner, despite its cluttered UI, effectively uses visual indicators. At a glance, players see the status of their survey ships (in transit, scanning, etc.). Icons near planets indicate colony needs.
Civ VII utilizes iconography and numerical breakdowns. The tile yield overlay, settlement overlay, and settlement expansion screen are effective. However, the absence of some Civ VI lenses (appeal, tourism, loyalty) and customizable map pins are drawbacks. While not terrible, improvement is needed.
As visual clutter increases, search, filtering, and sorting become essential. These features (search bars, filters, sort buttons) streamline navigation.
Civ VI's robust search function allows players to locate resources, tiles, units, etc., highlighting their locations. Its Civilopedia seamlessly links entries to in-game elements.
Civ VII lacks this crucial search function, a significant usability issue. The absence is particularly noticeable given the game's scale. Hopefully, Firaxis will address this in a future update.
The UI's aesthetic quality and cohesiveness significantly impact the player experience. A poorly designed UI can detract from even excellent gameplay.
Civ VI's dynamic, cartographic style complements the game's aesthetic, creating a cohesive and visually appealing experience.
Civ VII adopts a minimalist, sleek design, prioritizing refinement over vibrancy. The restrained color palette aligns with the game's aesthetic. While not cheap-looking, its subtlety may lead to mixed reactions. Visual design is subjective, but the lack of immediate clarity is a factor.
Civ VII's UI, while not perfect, doesn't deserve the overwhelmingly negative response. While key features are missing (notably the search function), this isn't game-breaking. Compared to other issues, the UI's shortcomings seem minor. While it pales against some visually striking 4X UIs, it possesses strengths. With updates and player feedback, it can improve significantly. Currently, it's not as bad as many claim.
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