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9 months ago - /u/JagexDaze - Direct link

I find this an absolutely fascinating topic and could talk for hours on it. A few years ago when working on Davendale, we were able to do a load of playtesting where we watched various people play RuneScape for the first time and honestly it's mind-blowing the tiny details that new players stumble over.

I'm not going to lie and say the UI is perfect, but last year we created a new New Player default UI and saw an improvement - players were playing longer with it than the previous version. Check it out, very simple changes but as a summary we group similar interfaces together and make core gameplay like chat and the combat action bars front and centre.

However, I think for your average player to reach the point where the UI is problematic is way further down the line than people expect. Here's some examples of things I saw that were bigger tripping points early on:

  • Unable to progress chat because they kept clicking outside the box
  • Putting themselves into walk mode and then saying the game felt 'very slow'
  • Quitting the game because the Burthorpe tutorial tasked them to kill a rabbit (FYI we've changed that one)
  • Lack of guidance as soon as the tutorial finishes

I could go on and on, but I think it's useful to understand that for a genuine new player they're just trying to get to grips with the world and from what I experienced, the interface was rarely the problem in the very early days. I do, however, think it becomes more and more important the longer they play.

I'd love to make further improvements to the interface system as a whole - sharing is one idea, but I'd also love to explore simplifying things like the ribbon and the interface system as a whole. Anyway thought I'd drop in and just share some thoughts from someone who has recently worked on this :)

9 months ago - /u/JagexDaze - Direct link

Originally posted by Californ1a

In general I agree, I think most people complaining about the new player UI is overdramatic and geared more toward those who are returning rather than new, and are looking for some kind of quick UI setup for getting into bosses, where you'd need to set up a bunch of action bars to be visible and a bunch of visible hud windows that a a real new player doesn't need. That said though:

I'd also love to explore simplifying things like the ribbon

The ribbon I think is the worst part of the default UI. The rest is decent enough, especially now that stuff like a second action bar and action bar binding is set up automatically on new accounts so it swaps bar for each style. However, the ribbon by default is a mix of "management window" buttons (clicking them opens the large center windows with tabs) and "action window" buttons (clicking them directly opens a hud window).

Personally, I think it'd make more sense to just put all the "management window" buttons on the ribbon by default, and none of the "action window" buttons, even though it might be slightly more effort for a new player to remember which hud buttons are under which management window dropdowns.

The problem I see is that a lot of new players can't tell the difference between the management and action window buttons on the ribbon, so they have no idea whether clicking any of the ribbon buttons will open a management or a hud window, so standardizing the default ribbon to only have the management window buttons by default would make it a lot more clear to new players that clicking any button on the ribbon directly will open a management window, and clicking any of the dropdown/hover buttons will open a hud window. However, I know that conflicts with mobile's ui design/tutorial, and conflicts with the first-order access that's sort of needed for tutorial island's unlocking of one button at a time, but it would probably end up less confusing long term for new players if all the buttons on the ribbon did the same thing by default.

More advanced presets is something I've been thinking about quite a bit. For combat, I think there's space for at least 2: a simple and advanced combat preset. The first would be aimed more around Slayer and early bosses; while the latter would be designed for those taking on advanced bosses and built around having more action bars visible at once.