WoW UIs Trends: 2004 vs 2024

WoW UIs Trends: 2004 vs 2024

Since WoW’s launch in 2004, players have been able to customize just about any part of their UI, and in the years since, the community support that has emerged has been incredible. Not many games face this kind of customization support, and it has come with a lot of ups and downs over the years. So let's talk about where we’ve come from, and where things are going.

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How Sekiro Could Have Done Accessibility

How Sekiro Could Have Done Accessibility

We’ve talked about how Sekiro manages it’s difficulty, and found that in general, the game suffers a lot from a lack of options. Sekiro is a very specific kind of game, meant to be played a very specific way.

But what about those who want to experience the game, but need a little bit of help getting there? Let’s brainstorm some accessibility options Sekiro could have added.

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Difficulty, Accessibility, and How Sekiro Failed at Both

Difficulty, Accessibility, and How Sekiro Failed at Both

Whenever a high-profile, difficult game is released, we see the same arguments about difficulty and accessibility in games, and few titles have embodied this phenomenon as wholly as Sekiro, Many people feel they just can’t play the game, whether because it’s too hard, or because it’s lacking accessibility options.

So let’s look at why that feeling is valid, and how Sekiro could have done it better.

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How Devil May Cry 5 Encourages You to Play the Right Way

How Devil May Cry 5 Encourages You to Play the Right Way

One phrase you will often hear if you hang out in gaming circles for a while, is that “there’s no wrong way to play a game”, but I don’t necessarily agree. I think one of the biggest successes in Devil May Cry 5 is that they did a good job of guiding the player down the path that is the most fun to play.

Here’s how they accomplished that…

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Redesigning Red Dead Redemption II's Menu

Redesigning Red Dead Redemption II's Menu

Previously, I posted talking about the UI/UX of Red Dead Redemption II, and came to the conclusion that, it wasn’t really worth trying to fix or analyse. But after thinking about it, and talking to friends and colleagues about it, I eventually came to the conclusion that perhaps the game’s pause menu was one area that actually was worth a look. So here is my attempt at redesigning that menu from the ground up.

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Smash Ultimate and Learning from Mobile Design

Smash Ultimate and Learning from Mobile Design

Mobile games get a pretty bad rap these day. People tend to look at them as exploitative, and only designed around making money. In a lot of cases they aren’t even wrong. They aren’t entirely wrong either, but the truth is that in reality, there is a lot more than that that goes into making a successful mobile game. I’ve always felt that there are a lot of concepts that, if applied smartly, could add a lot of value to a game.. So let’s look at just how Smash Ultimate does exactly that.

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User Experience, Gamification, and Why Red Dead Redemption II is a Bad Video Game

User Experience, Gamification, and Why Red Dead Redemption II is a Bad Video Game

In theory, a UX designer’s job is to solve the problem of “It wasn’t anybody’s job to think about this from the player’s point of view, and now we accidentally have an unintuitive game that’s hard to understand, and a chore to play”.

But what happens when that’s the point?

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The Wide World of Incremental Games

The Wide World of Incremental Games

Incremental games have always kind of fascinated me. Even before the genre really existed, I always thought it was really interesting whenever a game would allow you to continue making progress while offline, or not actively engaging with it. I’ve played a lot of games in this genre over the years, and they all have wildly varying designs and success levels, so I thought I would take a look at some of the titles that I know best, and try and pick out what sets the successful ones apart from the pack.

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UI Comparison: Assassin’s Creed Origins vs. Odyssey

UI Comparison: Assassin’s Creed Origins vs. Odyssey

Assassin’s Creed Odyssey sits in an interesting position wherein, it is so very similar to it’s older brother, Assassin’s Creed Origins. So many of the screens, systems, and mechanics are inherited nearly exactly, and so it serves as a fun comparison to look at what parts of it’s UI it decided to change, and why. So hey, let’s do that!

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Bloodborne and Mastering the Fundamentals

Bloodborne and Mastering the Fundamentals

The concept of “the fundamentals” is present in probably any area of life that one can get good at. You can think of them as the core skills that fall into that “easy to learn, hard to master” area, and for the most part, they are skills that just kind of come with experience. In Bloodborne, “the fundamentals” are front and center, and as it turns out, that’s a really good thing…

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Octopath Traveler UI/UX Review

Octopath Traveler UI/UX Review

Octopath Traveler is a game that clearly takes a large amount of inspiration from JRPGs of yore, but the question is, when we’re dealing with a genre that historically has stuck to very menu-heavy, straightofrward interfaces, how does this translate into a modern game's UI/UX experience? Let’s take a look at Octopath Traveler, and see how it fares.


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How I Build My UI in World of Warcraft

How I Build My UI in World of Warcraft

World of Warcraft and I go way back- all the way to 2006 in fact. And while it's been several years now since I actively played, Blizzard still manages to pull me back for every new expansion, and the upcoming Battle for Azeroth is no exception. A new expansion means setting up my UI again for the umpteenth time, so I wanted to use this as a chance to walk through how and why I make all the UI decisions I do.


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How God of War's World Pulls You In (and keeps you there)

How God of War's World Pulls You In (and keeps you there)

When God of War (2018) came out it set the gaming community ablaze, and as it sat at a 98 on Metacritic, I was convinced that maybe there was something worth looking at here. As it turns out, God of War 2018 is really good video game. The thing that most impressed me was that, I felt pulled into the game world in a way that most games never achieve.

So, I thought I’d take a look at how they achieved this…

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Why Skill Trees are Great (but not so much in Assassin's Creed: Origins)

Why Skill Trees are Great (but not so much in Assassin's Creed: Origins)

If there is one absolute truth about my taste in games, it's that I love a good skill tree. I've always felt like a properly implemented skill system just adds so much depth to a game, and this can manifest in a huge number of ways. So when I learned that Assassin's Creed Origins was going to have a skill tree, I was pretty interested to see where it was going to go. Unfortunately, it’s was a bit of a disappointment…

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How Blue Dragon Fixed JRPG Class Systems

How Blue Dragon Fixed JRPG Class Systems

Games like Final Fantasy Tactics, Final Fantasy 5, and Bravely Default share a very similar class system with Blue Dragon. What I found to be especially interesting though, is that Blue Dragon's version felt like a notable step up from the others - not because it did anything especially crazy to the formula, but simply because of some small tweaks to alleviate the pain points in said formula…

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