Hello,
I am a Divinity 1 and 2 player and D&D 5E player / DM. By trade, I am a software developer.
The purpose of this post is to communicate some feedback in regards to the UX/UI of the game and some concerns I have for the future of this game.
For those unaware, the user experience and user interface of a piece of software are near equal importance to the actual functionality of that software. Some would argue that the UX/UI is a software feature in itself, increasing the importance of getting it right.
After playing Divinity 1 and 2 for some time, and now playing early access to BG3, I have started to notice similar issues between the games that I'm afraid are being missed in the development cycle of the game. Here are a few:
Actions, bonus-actions, spells of every level, items, features, and abilities are all thrown together on your bar without any organization.
This takes the UX/UI from D2, where many of the potential things one could do on their turn used a similar resource, and places it into a system that NEEDS separation. Take a look at DnDbeyond.com. On a character sheet, you have tabs seperating your actions from bonus actions, reactions, different tabs for every spell level, a tab for your class abilities, and race abilities. This is super important at early levels, to have this distinction, but my God. What would throwing up every action, spell, abilities, and feature on the same bar at higher levels look like? It actually triggers a bit of PTSD.
Accidentally taking an action or casting a spell is still an issue in BG3 as it was in D2
It is still an issue to accidentally cast a spell, take an action, or move when you didn't intend to. This is because of a couple of reasons: One; there aren't any confirmation popups that protect you from situations like this, and two; there aren't enough visual queues to let the player know what action they are currently "queued" to take during the selection of their next move/action/spell.
Certain bloat on the action bar.. Example: sneak attack having it's own action box on your bar.
I understand completely how the Sneak Attack feature works in Fifth edition. For those who do not, Sneak attack is a feature that allows you to add damage to an attack if you have advantage on their attack role. An key understanding is that you can add this damage ONCE PER TURN and you choose to do so on a succesful hit. In BG3, Sneak attack is its own box so someone like myself, who expected to see some type of prompt on an atttack role would be confused to find out that they had to use the very specific Sneak Attack box to apply that extra damage.
The player character information about you and your party is difficult to understand and to see.
This is probably merely an issue with the current interface. The interface in general really needs some polish and specific direction for the player to know what is happening to his character and the party at any given time.
Interface changes are need in the initiative area.
It looks like a cluster of character boxes without meaning and is very hard to read.
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Those are just a few of the issues that I see with the UX/UI. These bits of feedback do NOT regard gameplay issues or things I'd like to see polished up regarding fifth edition ruleset versus BG3, but that is a list in and of itself.
Cheers,
Zuun