Civilization VII's Deluxe Edition debuted recently, and online discussions are already buzzing about its user interface (UI) and other shortcomings. But is the UI truly as flawed as many claim? This analysis dissects the game's UI elements to determine if the criticism is justified.
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Early opinions on Civ VII, especially its UI, have been mixed. While it's easy to join the chorus of complaints, a more objective evaluation is needed. We'll examine the UI's components to see if it meets the standards of a functional 4X game interface.
While some argue for objective 4X UI design principles, the reality is more complex. A UI's effectiveness depends on the game's context, style, and goals. However, design experts have identified common elements of successful 4X UIs. Let's use these elements to evaluate Civ VII's UI.
A good UI prioritizes essential information. Frequently used resources and mechanics should be readily accessible, while less crucial features can be accessed with minimal clicks. The UI shouldn't display everything at once, but it should organize information logically.
Against the Storm's building info menus serve as a strong example. Each building's menu is tabbed, prioritizing common actions (worker assignment, production) while placing less frequent functions in separate tabs.
Civ VII's resource summary displays resource allocation, separating income, yields, and expenses. It's well-structured and collapsible. However, it lacks granular detail. While overall resource generation from districts is shown, the specific district or hex isn't identified. Expense breakdowns are also limited. The UI functions, but greater specificity would improve it.
Effective visual indicators convey information quickly using icons, colors, or overlays, reducing reliance on text. Stellaris' Outliner, despite its cluttered main UI, effectively uses icons to show ship status (transit, scanning, etc.).
Civ VII uses iconography and numerical data for resources. The tile yield overlay, settlement overlay, and settlement expansion screen are visually informative. However, the absence of certain lenses from Civ VI (appeal, tourism, loyalty) is a drawback, as is the lack of customizable map pins. While not terrible, there's room for improvement.
As complexity increases, search, filtering, and sorting become crucial. Civ VI's robust search function allows players to locate resources, units, etc., on the map. Its Civilopedia also links entries to in-game elements.
Civ VII lacks this crucial search function, a significant usability issue. The absence of this feature is a major drawback given the game's scale. Hopefully, Firaxis will address this in future updates.
The UI's aesthetic and cohesiveness are critical. Civ VI's dynamic, cartographical style complements the game's art and enhances the overall experience.
Civ VII adopts a minimalist, sleek design. The color palette (black and gold) is sophisticated but less visually striking than Civ VI. This more subtle approach has resulted in mixed reactions, highlighting the subjective nature of visual design.
While Civ VII's UI isn't perfect, the criticism is overblown. The missing search function is a significant flaw, but not game-breaking. Compared to other issues, the UI's shortcomings are relatively minor. While it lacks the visual flair of some competitors, it's functional and has strengths. With updates and player feedback, it can improve significantly.
← Return to Sid Meier's Civilization VII main article
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