So, from my perspective - What does the current system do well, and why?
- Significantly less overwhelming, especially for newer players. During user testing the game being overwhelming was the most common complaint for first-time players. I understand that to most of you here this is not a very strong argument since you are generally very experienced PDS players, but as a UX Designer the overall experience of the first 10-20 hours are critical. If we lose someone here, they are most likely gone forever.
I understand that concern, but I think you are making the mistake of having an overly narrow definition of overwhelming and then addressing that exclusively, instead of understanding the root concern and then solving that.
What you have achieved here is identifying that some players feel overwhelmed by a large number of notifications. You have solved that by hiding these notifications and trading them in for an "check engine" light that is constantly flashing yellow. How is a light that is constantly alerting you to issues, even moments after addressing the issues it is alerting on, less overwhelming? You are in a constant state of either feeling like you are willfully ignoring a problem, or in a constant state of pausing and checking and dismissing alerts or fixing their cause. That is HIGHLY overwhelming. But I guess it is equally overwhelming to players regardless of experience so it solved the problem that new players feel uniquely overwhelmed.
But even more than that, I would offer the hypothesis that new players feel overwhelmed not because there is an arbitrary number of alerts, but because they are being drowned in alerts that they have no frame of reference for, don't know which ones are important or not, and don't know how to act on those that are important. THAT is what makes it overwhelming. You can cheat and address the symptoms by hiding it away in a useless report button but then you have failed to address the actual needs of the new player.
Most glaringly the "Current Situation" button
does not help at all in communicating which issues are important and which aren't because both types of issues are folded into it and hidden inside the black box that you need to spend tedious actions (contributing to the overwhelment) to look into and figure out which they are. Both types of issues inside the CSB also receive the same type of alert (notification icon), in fact it is in constant state of alert, and it is impossible to know if a triviality or important concern caused the notification.
All of this together teaches people to ignore the contents of the CSB and nothing else.
- Allows for clearer separation between "This should be fixed immediately" (Alert) and "You should probably look into this" and "You could look into this if you want to" (Current Situation panel). Even though this is signaled in our other games, like the Red/Yellow/Green system in EUIV, that separation is much less clear, especially for newer players, but also to players with color blindness.
There is important stuff going into the CSB that needs to be fixed immediately. Good shortages being the first thing that comes to mind. If your design goals were to put things that the player should only optionally look into if they feel like it into the CSB it failed spectacularly. I would love to ignore the CSB because everything about its tediousness makes me want to do that but I cannot really afford to.
Also this goal clashes with the annoyance of the constant and unending alerting (notification icon) on the CSB. Which is it? Do you want me to constantly be alerted to its contents or only poke into it when I feel like I have nothing else to do?
Lastly, "we do this because of colour blindness" is really becoming the lazy UX designer excuse you can pull for anything recently. As if it's completely impossible to communicate the importance of a notification using BOTH colour coding and another design element that is readable to colour blind players, such as border width or shape or elaborateness etc. "You are asking for distinguished UI elements but you gave an example using colours so we cannot give you distinguished UI elements" is both a strawman and an admission of not being good at UI design. Not to mention that PDX trotting out the colour blindness excuse rings particularly hollow when there are still entire lenses in the UI that are red/green colour coded - diplomacy and trade come to mind.
- Less stressful for players who feel compelled to "clean up" their Alerts. This one was a surprise to me when we identified it during user testing. We have since seen a lot of players taking (sub-optimal) decisions "just to get rid of the Alert", which is very much an undesired outcome.
Like above, when people report they feel stressed due to being compelled to clean up their alerts, it is not a solution to take away their ability to dismiss/clean up their alerts. I don't even know what to say to explain this extremely obvious point.
You have to realise first that you as the UX designer are causing the desire to clean up. People don't feel compelled to clean up because they love cleaning up. We hate cleaning! We have to clean up after you. Because you are drowning us in alerts and leaving us unable to ascertain their importance. We have to clean up so we don't get completely lost in the weeds. You let us down once when creating this bad way of presenting alerts and it is not a solution to let us down again by not letting us dismiss them.
This is the UX designer equivalent of someone visiting their doctor saying "it hurts when I move my arm like this" and the doctor responding "don't do that then". Thanks!
I have to say I feel very overwhelmed by the number of alerts and notifications that the game is throwing at me, primarily inside the CSB, and the lack of any ability to say "I don't care about this" or "this is intentional actually" (aka the Nick Offerman "I know more than you" meme) is overwhelming me, the fact that I know that I might be currently missing an important alert because it is hidden inside the CSB and drowned out by a number of other zero-information alerts is overwhelming to me.
- Anything can be added to the Current Situation panel without support from Art, and most of the time without Code. The realities of production planning is something that is easy to forget about, especially when looking at the implementation of a system from an outside perspective.
I don't think anybody is asking for fancy paintings in the notifications. They are notifications. They need to be functional.
Also, it seems this is another treating-the-symptions-instead-of-the-cause issue. Apparently there is a commitment to have dedicated art for top-level notifications. It seems this exist because someone thinks having dedicated notification art is important (I don't, but that's beside the point). But there are not enough resources to produce this art. So instead the notification gets shoved into the CSB where it's fine to have no art.
Okay, but what has been gained? Nothing about the nature or importance of the notification has changed. Why is not having art in the CSB okay but not having dedicated art in the main screen is not okay? If it is not okay to have no art for a notification, considering its importance or context, why is a solution to shove it into the CSB where it also has no art?
In summary, I don't really agree with this characterisation that it helps new players overall. In my view, it is instead just one way to treat symptoms of issues reported by new players by creating different problems for them in the long run, and hindering them to learn about the game and which information is important, which isn't, and how information can be acted upon.
Secondly, the only reason that there even is a conflict between the desires of new players and experienced players is because your entire UX philosophy seems to be structured around the central idea of taking choices away from players. I know from my own experience that there is a dominant school of thought in UX design that taking away choices from users is a good thing, because UX design as a profession is dominated by the needs of app developers who are intent to streamline their processes and funnel people into clicking buttons that make the owner of the app money.
Applying these principles to a video game that is about having fun can only have adverse consequences.
We already had to have this discussion when it comes to message notifications, where the initial PDX position also was that players are supposed to have no control and that the devs know best. That position has been soundly proven untenable and fortunately Wizzington has since walked it back and we are finally given the tools to customise this, which is beneficial for the playerbase and the dev team alike. I had hoped that this outcome also caused some reflection within the team about the importance of customisation and player choice but apparently not.
We still have to listen to explanations that mention a random focus group and what they liked and didn't like and whatever they didn't like had to be taken away from everyone, end of story.
It's fine if you want to make the outcomes of these observations the standard setting that ships with the newly installed game. I can understand. But give me the tools to customise my playing experience. Let me freely move types of alerts inside or outside the CSB. I won't complain about boilerplate art, I promise. Let me say "don't alert me about things like this". Let me right click dismiss an alert in a way that does not make it come back four ticks later. None of these are too much to ask and people will keep complaining as long as you treat them as if it is.
Lastly, it's very telling that one of the first things that happened in this thread is that someone compared it to flag occupation. Because both of these feel like they were the brainchild of someone on the team who refuses to admit that their great innovation is not as liked as they thought it would be. It's the only explanation I can think of why complaints about them get constantly ignored or shut down with a condescending "we think this is great actually kthxbye" and it requires mobilising what is essentially a letterwriting campaign to get
any kind of serious response on.