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Path of Exile 2 - Chapter 1: "All About Design" with
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- เผยแพร่เมื่อ 7 ก.ค. 2024
- This is the first chapter of a long series of discussions where experts from the PoE community gather around to talk about gaming concepts and Path of Exile 2.
Today's first chapter is called All About Design, and our guests are no other than @sylverxyz and Jonathon.
Sylver is a senior graphic designer who runs a TH-cam channel with the same name, and has created fan-made Ascendancy Classes and League Reworks for Path of Exile 2 with extreme attention to detail and execution.
Jonathon, also known as FirePenguinMaster, is a Senior UI Designer who recently became “trending topic” on Reddit by posting some of his redesigns regarding item and skill gem tooltips for Path of Exile 2. With his vaal orb shirt and a mighty beard, he will join the discussion today and talk about interfaces, UI elements, user experience and general concepts involving design.
Finally, I want to add that this chapter will be a special one. Since I am a senior designer myself, we decided to spice things up and made a challenge!
Each of us had to design a Codex concept piece for Path of Exile 2, and we are going to share it during this stream.
Take a seat, and enjoy these wonderful and passionate people!
Amazing, more of this content please!
I wish GGG would highlight their development team!!! Seeing y'all make this, I can't imagine the amount of work that must going into actual game UI for poe2. It really is a fine balance between art direction and design. 🤘
I would love to hear more from them too! Perhaps Mako can secure an interview?
UI/UX goes hand and hand. Sequels also have extra element that is familiarity, that affects both experience and visuals. Amount of modules/windows PoE has is also crazy, so staying consistent is not easy task.
This was ana absolutely dream conversation. Thoroughly enjoyed myself and would do it all again :) great designs!
@@sylverxyz You will always be welcomed here! It was a blast!
Memory unlocked. My friend and I were playing hardcore when Dominus was first released as the new final boss. It was a spooky fight to walk into for the first time but when we made it to phase two and it started raining blood, our health was going down and we didn't understand why, we were screaming in panic. We realized it had to be the blood rain and that we needed to go into the protection bubble. We made it right before we died, life flasks barely staving off the degen, but now are locked in the thunderdome with Dominus Ascended so the screaming didn't stop. Amazing experience.
The way you narrate that story makes it seem like you guys were the actual exiles! Amazing memories!
Watched the full vod. So nice to have an edited vod to rewatch it again! I would love to see u guys redesign the in game UI.
@@Warplux any in particular? We might do another one with a different system!
I'm 24 mins in and this is AMAZING!
Fantastic guys, really enjoyed this!
@@Diglerfuu Chapter 2 is coming soon, and part 2 with this guys are also in the pipeline! Amazing people
left align vs center align is more about where the vital information about the stat lines up. I think the bigger issue with D3 was that the order of stats was always mixed up, so you could have hp as the first or last stat depending on how it was rolled?
In the D2 example the words faster, damage, rating, lightning all line up pretty well. due to the way the affixes are structured it's very easy to keep the main descriptor aligned in the center. D3 has the values to the left, then the descriptor misaligned for each line. It would be much better like this if you want a left-align setup.
Maximum Life +100
Maximum Armour added +500
increased Armour 100%
Also worth considering the feeling of blank space. It's much more apparent how much 'wasted' space there is when things are aligned left or right.
Skill descriptions are a different issue. But makingit left align would mean they need a seperate display logic than for items. Which means deciding if it's worth the dev time.
TL;DR As long as the information is able to be quickly parsed in the end it doesn't matter. D3 is a great example of how to do this badly, especially the second screenshot showing some mods starting with numbers first and some mods starting with words first.
The ring example shows how bad this is with the current affix wording. all the way to the right to read phys attack and the allll the way to the left to read strength. with centered method they would line up perfectly just like on the original mana and rarity are lining up perfectly.
I'm 50/50 about separating the hybrids. Especially for spell related stuff. Mainly thinking about newer players which aren't looking at items as something to craft on, but looking at them first as what they are. How does it compare as-is? Ok let's craft. But at the same time how/when does a new player learn that they can hold alt to see details?
Hmmm, if their skill gems are just reusing the icons for the skills themselves it could be done in-engine. In the last con their engine designer was showing off several systems that would use layering of textures/images. Doing it this way would make it really easy to make updates to the iconography without needing to redo everything.
Monster codex first impressions.
Silver's looks like a mobile game... Is this a limitation of the design tool being used because so many things just look the same 'mobile' feel and I don't know why. I don't like it. It immediately makes me feel like it's hiding an insidious system.
LOVE Penguin's. Feels like something that someone was writing as they were going. Shows the world. The rounded corners aren't too rounded. Gives a nice MTG feel. Can easily be placed in a ui which takes up the whole screen (hate those kinds of UI) or floating separately. Very much follows the idea of 'less is more'
Don't turn this into pokemon shiny hunting... Especially don't implement IV systems.
I like the chest idea to see drops available, but also not sure if you should show what they are without the player having found one themselves. Leave the details to the wiki and tell the player that there's something special. That seems to be GGG's ideal atm.
Where are the gem tags?
Seeing the skills being used would be interesting, but at the same time you've fought and killed them many times already. Penguin's is interesting because you end up learning that the attack does something special, helps with the 'oh what killed me??'
Steam beta has a recording feature. The issue with video death recap is that it's hard to see what happened visually in some cases. So a text output is superior for the game as-is.
Really like yours as well Mako. Fits the style, is well contained, delivers all the info needed.
Not a fan of needing to farm exp for all of these things. there's enough other things to level up etc.
Also 50/50 on the hybrid issue, so in that sense I guess either is fine :)
Having the iconography be generated procedurally makes sense for the ongoing pipeline of the art in the game. Hopefully that's the case.
I think that's what the tooltip rework considerations Fire is making are all about, He's really thinking abotu a new system that can work.
I hear you on the negative space too though I'd suggest honestly just trying to increase some wording for incredibly short mods i.e. +200 Armour would become +200 Armour Rating
On The designs I completely agree mine feels very mobile like. It's just cause I have used a very clean aesthetic as a draft, would need all the character adding and art frames etc.
Agree that Fire's was the most exciting IMO from a core design and art presentation. The marriage was brilliant and I love the way he present's actually learning about the game through action instead of an artificial exp grind system.
I really think Fire Penguins would be a phenomenal and actually next gen innovative approach to this system in game. I'd love to see this concept fleshed out.
@@sylverxyz Actually at the end I think they hit a big reason for the mobile feel. (to me) the other designs were taking the game as a whole into consideration while yours is very segmented. As in it could be picked up and dropped into any other game. It's an issue that I'm noticing in a lot of modern games, when you enter the menu you leave the game.
mako's is very clean, but since you don't leave the game it doesn't feel as removed and as mobile-like.
Still great talk and ideas about the info we'd use.
Super personal on this one... Commit to hard angles. There's too many rounded corners on the internet/in games.
Thanks!
Great vod! I think Makos was the best in terms of achiveablity in game. Fire one was the best concept but seems kinda hard to implement and also doesn't create a cohesieve system with those random placements of illustrations in skills for example and also a very vertical illustration that maybe wouldn't fit all creatures. Sylvers was the most fresh looking for POE and would target those hardcore fans that already played for many hours and are looking for some new progression systems.. Overall great job everyone you got a new sub!
As someone who never played POE1 this was like an entirely new language to me, but I'm still excited for POE2.
@@zmollon PoE1 is very complex to new players, but PoE2 is going to be way more entry level friendly. Welcome to the hype brother! And thanks for sharing!
I can't wait dood!!! I may start streaming when this game comes out. Nonetheless, it's gonna be fun.
Go ahead dude! All the luck to you! 4 months to go!
As much as i like the codex of monsters, PoE has this called archnemesis modifiers that only matters what monster does. What i trying to say is, currently there is zero monster identity other than who explode after death and who not. So this will only be flavor/bloat, unless PoE2 can really tune the modifiers down.
@@Eepistoo interesting... global modifiers such as the ones from archnemesis (there is a bunch more) could make our concepts less viable in terms of monster identity and the combat approach. Thanks for pointing that out, we definitely miss it during our discussion. Any thoughts on how to avoid that?
@@makoandmoka My thoughts are incomplete, still watching this. But..
Solution i would like to see is:
RARE monsters inherit power/abilities from other npc/player.
If monster inherit ability from other monster type, monsters in itself should possess such abilities from lowest tier if possible to recognize patterns.
Scenario. In Act1 you fight giant apes who makes ground stomp that after shock 3 times or what ever. Act3 you see flying spider that shoot normally trailing acid that fades away in short duration, but now its rare. Player now recognize that ground stomp animation on the ground and knows, its going to pulse 3 times while acid fly. Same logic to passive elements that player can recognize.
Player learn/codex monsters traits act by act. Tbh this is not realistic solution for almost finished product, just wet dream of mine.
@@Eepistoo I can't express how much I love the concept of having different tiers of skills and effects for monsters which change depending on the monster's rarity! Great idea to make rare monsters more dangerous without needing to throw a million mods into them...
@@makoandmoka Bringing these designs into reality is the hardest part. As you guys said, design can be improved infinitely, so you have to stop at some point. For my taste, PoE left lot of stuff at early stage and like for example this video is all about elevating it further. Waiting for the next ted talk. Good stuff
@@Eepistoo Thanks for sharing! A second interview is definitely happening! Maybe after Chapter 2! Would love to read your takes then! Take care!
yes yes veri gud sir subbed
generative art on items would be a game changer, maybe even filters on skills as such and be played as a caster would with each possible iteration
Filters on skills are pretty much used in all MTXs!
@@makoandmoka if the non mtx ones were generative every time you pick them up and always looked different in model and in art it would be amazing. just maintaining the stats of the base itself. same with skills and even gems
@@codhcod4949 That would be pretty fun not gonna lie...
@pathofexile can you hire this guys and make a codex already :)
How about indicating corrupted with a garnled border?
I watch the last part and I have to say. Mako design for me is way simpler and better. But I can see a full version like FirePenguinMaster in the game if you want a more complex and have everything in it. For Sylver I think the copncept is good if you want to make it a challenge to find every pokemon. But lets be honest... Do you want to go back in story mode juste to kill a mob you didn't find just to finish a challenge? Probably not.
Thanks for sharing dude! Glad to see you again! I have to say though, I would enjoy a card collecting thing as a meta progression for my account. Something to build up over years tied to no-reward.
I actually agree with you. Mine was very much a what if the codex felt card like. In execution I feel that The other guys had a better marriage to PoE's gameplay loops and themeing
pls no :D, regarding the preffixes just add 2 dots next to each other so we know it's 2 summed, hold alt to check tiers etc. Site also shows if the item has 2/3 preffixes
The Skill Tooltip reworks look much better lol
Jonathon is the MVP
is this reupload?
@@kirinkappa5662 Yes. We polished the vod, cut some empty spaces and added image references to certain topics! Chapter 2 is coming soon though, and... we are doing a chapter 1.5 with the same guests again! ;)