Agree on all points, and kudos to Larian for the UI design in Ego Draconis: there were a LOT of really nice touches that are so good, they're certain to be stolen by others in future games :P

Intuitiveness relies on "working how you're used to", though, and there were places where stuff you'd expect to work (escape, enter, doubleclick) did not.

Only real puzzlement I saw about the UI was how you added skillpoints to skills, though - couple of people reported confusion about that. They were expecting +/- buttons in the description area, not arrows by the skill button.


Game Designer - ThudGame.com
Technical Director - MorganAlley.com
Associate Producer - PayneAndRedemption.com
QA Lead - Furcadia.com