smoth wrote:The human eye can only process so much detail so quickly which is why some things are perceived to be TOO busy. The TA build pics do just that.
Wrong. That stuff is irrelevant. The TA buildpics are
iconic and
distinguishable, the two things that are important for an icon.
Look, icons don't have to be consistent or have some subtle meaning attached to them. The point of an icon is to give some hint as to the unit's function and, more importantly, to enable the unit to be built
again. Once I've built it in a couple of games, played around with it, and know what it does and what it's for, I should be able to quickly find the icon and build it again.
The TA icons are really good for this, in part because the units are so distinguishable. They have a lot of easily memorable features - the "inconsistent" or "busy" differences in orientation, background, and composition
help make them memorable. The EE icons are really bad for it. Even in Forb's shot, I see:
- A bunch of square things with one or two smokestacks. Now, I can break some of these down because I've played the game before, but the two power generators (at least, that's what I assume the "single smokestack" buildings are) and block of smoke-belchers in the upper half are not distinguishable from each other.
- A couple of things that float, one of which belches smoke and is probably related to one of the other kinds of things that belch smoke.
- A bunch of things with guns. These are pretty good, actually, and should be distinguishable once I've built them.
- Two factories, one for aircraft, one for tanks. Good, but I remember that getting confusing once the L2 and L3 factories started popping up in menus.
- Two icons sitting off in never-land on their own. Avoid "orphans" like this, try to organize things into complete blocks when possible.
Compare this to the TA shot, where there's very little in common between different icons. I haven't touched the game in half a year, and I still know what every single one does.
So no, it's not
just the size. Now, here's my suggestion for fixing this:
- For unit buildpics,
please take AF's advice. Weapons fire in buildpics is the
perfect way to distinguish these, since EE units have a small selection of weapons with unique appearances that are "unified" across levels. Once I work out that a picture's a L1 Cannon Tank, I can easily pick out the L2 and L3 Cannon Tanks. I can also easily see when a force is running low on cannon tanks and quickly find the corresponding buildpic to bulk them up again. Do the same for turrets.
- For factories, take advantage of the fact that units at different levels look very distinct. (At least for ground units) Have a small pic of the factory itself and a slightly bigger (enough to be distinguishable) pic of the units it produces. That way, I can quickly go "Little spider mech = L1 factory", "chicken walker = L2 factory", "chicken walker OF DOOM = L3 factory".
- For resource buildings, you're either going to have to adjust the appearance or add some icons. Icons here aren't bad - again, they don't have to have "immediately obvious" meaning, they just have to allow you to distinguish between energy/metal production/storage at the different tiers and quickly find a building again. A lightning bolt/girder followed by a tier number for producers should do just fine here. Users should quickly discover that "lightning" means "energy" and that bigger numbers mean "more". I'm not sure how to distinguish between production and storage; differences in structure appearance combined with the icons might be enough here.
- Stranger structures should simply be distinguishable. The radar, recon pole, and wall in Forb's screenshot are good examples of this.
I'm not demanding you do this or anything. I am offering advice for changes that would make it easier for me to pick up the game again, based on my own experience with and reading on game design, HCI, etc.