Civilization VII's Deluxe Edition launched recently, and online discussions about its UI are already heated. But is the user interface truly that flawed? Let's analyze the game's UI elements to determine if the criticism is justified.
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Is Civ 7's UI as Bad as They Say?
Early adopters of the Deluxe and Founder's Editions have already voiced concerns, especially regarding the UI and missing quality-of-life features. While it's easy to join the criticism, a closer examination is needed. We'll dissect the UI to evaluate its effectiveness as a 4X game interface.
Defining a Successful 4X UI
While some claim objective standards exist for 4X UI design, the reality is more complex. Context, style, and game goals influence UI design, requiring individual assessments. However, common elements contribute to successful UIs across various 4X games. Let's assess Civ 7 against these key elements.
Clear Information Hierarchy
A clear information hierarchy prioritizes accessibility and importance. Frequently used resources and mechanics should be prominent, while less critical features should be easily accessible. A good UI doesn't display everything at once, but organizes information logically.
Against the Storm provides an excellent example with its building info menus. Right-clicking a building reveals a multi-tab menu, prioritizing common actions (worker assignment, production) in the default tab and placing less frequent functions in subsequent tabs.
Civ VII's resource summary menu displays resource allocation, separating data into income, yields, and expenses. The table format facilitates tracking, with detailed breakdowns available via dropdowns. However, it lacks granular detail (specific district/hex resource origins) and comprehensive expense breakdowns. While functional, improved specificity would enhance its effectiveness.
Effective Visual Indicators
Effective visual indicators convey information quickly using icons, colors, or overlays, minimizing reliance on text.
Stellaris' Outliner, despite a cluttered overall UI, effectively uses visual indicators to show ship status (transit, scanning, etc.) and colony needs.
Civ VII utilizes iconography and numerical data. Tile yield overlays, settlement overlays, and settlement expansion screens are effective visual aids. However, the absence of certain Civ VI lenses (appeal, tourism, loyalty) and customizable map pins is criticized. While not inherently flawed, improvements are possible.
Search, Filtering, and Sorting
In complex 4X games, search, filtering, and sorting options are crucial for managing information.
Civ VI's powerful search function allows players to locate resources, units, and features on the map. Its Civilopedia links entries to in-game elements.
Civ VII lacks this search function, a significant drawback for many players, impacting usability. Adding this feature, along with enhanced Civilopedia functionality, would greatly improve navigation.
Design and Visual Consistency
UI aesthetics and cohesiveness significantly impact player experience.
Civ VI's dynamic, cartographical style complements its overall aesthetic.
Civ VII adopts a minimalist, sleek design. While not visually unappealing, its subtler thematic approach results in mixed reactions. Visual design is subjective, but the lack of immediate clarity is a point of contention.
Conclusion: Not as Bad as Claimed
While not perfect, Civ VII's UI isn't as disastrous as some suggest. Missing features, particularly the search function, are noticeable shortcomings, but not game-breaking. Compared to other issues, the UI's flaws seem minor. While it may not match other visually striking 4X UIs, it possesses strengths. With updates and player feedback, it can improve. Currently, it's not as bad as the widespread criticism suggests.
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