
A slider is pretty much the worst possible control for selecting an item from a collection.

Instead of a linear value, this is a collection of various presets. The problem is that the developers also chose to use the very same horizontal slider for properties like “Mouth Shape”. A slider is good for controlling a linear value like the size of a certain feature. This works well for values like “Mouth Width”. However, the system seems not to fulfill it’s true potential due to a our first interface flaw:īlind re-using of generic interface elements: Facial features can be controlled by adjusting horizontal sliders. Otherwise, the faces you generate tend to look fine. The very few long hair styles look like they are shells of solid plastic. You are offered a huge variety of very short hair styles, even among the females. It’s only shortcoming is it’s inability do render realistic hair. The system for generating different faces is generally quite capable.
#MASS EFFECT 3 SAVE EDITOR TAPEK SERIES#
The game greets you with a series of menus for customizing the appearance and character of the player’s avatar. A great way to introduce players to your game. In a world of bad design choices and poor execution, there was one game that ruled them all… So without further ado, let us open up the first chapter. I decided to split the article into an epic trilogy of interface failure – somewhat fitting considering the game is an epic space opera. It became one of the reasons why I wasn’t able to post for such a long time. The first draft was over 7500 words long. The endeavor turned out to be more laborious than I thought. So I set out to list all of Mass Effect’s interface design flaws. When discussing this with fellow gamers, my observation was often met with disbelief. Almost EVERY screen in Mass Effect contains at least one major interface design flaw.

But one particular area leans itself pretty well to a thorough analysis as it provides some tangible evidence to root the debate on actual facts. One can argue a lot about the various shortcomings of the game and whether or not they bear a significance to judge the game. “You won’t get away with your sloppy interface design this time.
