Civilization VII's Deluxe Edition launched recently, and online discussions about its UI and other issues are already widespread. But is the UI truly that problematic? This analysis delves into the game's interface, examining whether it lives up to expectations.
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Is Civ 7's UI as Bad as They Say?
Early access players of the Deluxe and Founder's Editions have already voiced concerns, particularly about the UI and missing quality-of-life features. However, a balanced assessment is needed to determine if the criticism is justified. Let's evaluate the UI component by component against the benchmarks of a successful 4X game interface.
Defining a Successful 4X UI
While some argue for objective standards in 4X UI design, the reality is more nuanced. UI effectiveness depends on the game's context, style, and goals. However, common principles from visual design research reveal elements generally effective across most 4X games. Let's use these principles to evaluate Civ 7.
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. The UI shouldn't display everything at once, but should organize information logically. Against the Storm's building info menus serve as a strong example.
Civ 7's resource summary menu displays resource allocation, separating income, yields, and expenses via dropdowns. This table format is well-structured and collapsible. However, it lacks specificity; while resource origins are shown at the district level, precise locations aren't indicated. Expense breakdowns are also limited. The UI functions adequately, but greater detail would improve it.
Effective and Efficient Visual Indicators
Effective visual indicators convey information quickly using icons and graphics, minimizing reliance on text. Stellaris' Outliner is a prime example.
Civ 7 uses iconography and numerical data for resources, but includes effective visual indicators like tile yield overlays, settlement overlays, and settlement expansion screens. The absence of certain lenses from Civ 6 (appeal, tourism, loyalty) and customizable map pins are criticisms. While not inherently flawed, improvement is possible.
Searching, Filtering, and Sorting Options
In complex 4X games, search, filtering, and sorting are crucial for managing information. Civ 6's robust search function exemplifies this.
Civ 7 lacks this crucial search function, a significant drawback for many players. The absence impacts usability, especially given the game's scale. This is a major area for improvement.
Design and Visual Consistency
UI aesthetics and consistency are critical. Civ 6's dynamic, thematic UI is a strong example.
Civ 7 adopts a minimalist, sleek design, prioritizing elegance over vibrancy. The color palette is restrained, aligning with the game's aesthetic. However, this subtlety may lead to mixed reactions, as it's less visually immediate than Civ 6. Visual design is subjective, but clarity is key.
Conclusion: Not the Worst, But Room for Improvement
Civ 7's UI, while not ideal, isn't as disastrous as some claim. Key features are missing, especially the search function, but it's not game-breaking. Compared to other issues, the UI's flaws are relatively minor. While it lacks the visual appeal of some competitors, it has strengths. With updates and player feedback, it can improve significantly.
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