The UI of Sins
As I mentioned last time I originally was not going to even do a entry on the UI but after some reconsidering and some poking and prodding from my friends its time for a quick look.

For anything RTS or 4X type of game the UI (user interface) is critical. On the RTS side of things awkward controls can at best make things a chore and at worst make it impossible to play. 4X wise disorganized menu systems, cluttered displays and little thought to screen navigation flows makes you feel not only that you are doing battle for the fate of the universe but also with some sort evil sci-fi themed version of Microsoft Excel. As a hybrid of both 4X and RTS and additionally given the scale of the game having the right UI is critical.
I am not going to get into exhaustive detail of which buttons do what or how every piece of feedback to the player is delivered. What am going to cover is how the UI design of Sins is slick, approachable and functional. So to that end I am going to start with sound.
Sound
Yes sound. Different games have different UI’s and Sins like many of other titles it is related to have different voice clips to update the player on what is occurring. Each unit when it is produced has a few different sound clips that play as do many other major events. The main point of the audio is let you know that something has happened in your empire.
So you have been alerted to something, your capital ship of doom is done, your planet is being bombed or perhaps you have discovered a hidden technology on one of your planets. How do you get to the appropriate screen or area of the map to interact with associated audio alert?
Reports


As shown above are four boxes that are reports for Planets, Production, Diplomacy or Threats. These four categories highlight and report nearly every event of consequence in your empire. When an event occurs a picture related to the event will appear in the appropriate box, then click on the box and a list will open of current and past events you can then select and instantly go to the related map area or screen. It’s simple, elegant and works so your when you hear “Heathens approach one of our worlds!”, you see a icon of approaching ships in the Threats box you click on it, Select the text “Enemies are approaching Tirol” and boom you are there and you can prepare to meet the incoming fleet. Then say you hear “We are exiles no longer” alerting you that a capital ship is finished production, click on the production box and away you go. Lastly the audio does not get annoying thanks to a range of clips and if more than one event happens at one time the audio does not pile up just one clip plays and you still receive the standard text notifications as well as the event being show in the report boxes. In this way you can monitor your whole empire while your attention is somewhere else. Vital is the logging of past events so while you are occupied elsewhere a few more events can occur and you can still easily access a past event. A non intrusive system that actively generates feedback is vital to easily track something as involved as Sins and the combination of audio and reports keeps the action moving.
So you have a great system to react to events in your empire but what about being proactive?
Tactical UI

Battle moment to moment commands or the “micro” part of the game using RTS terminology is kept to the a minimum in Sins. You can move and attack with the mouse and even then you don’t move all that fast so rapid micro won’t win battles but there is still some opproutunity for strategic play. A nice touch is when a movment order is given a line will highlight between a ship and its destination.

The easiest way to manage your fleet is to marquee select the lot and form a fleet with the appropriate type of ship designated as fleet leader. With a carrier leading a fleet it will stay at the edge of gravity well and let its strike craft do the dirty work or if a Captial ship is leading the whole fleet will mix it up. This is discussion about UI not combat so the takeaway is this. With a few key strokes and a marquee select you can change the behavior of your fleet using the units themselves rather than more UI. Ironclad wisely did this to free the player’s attention and input to the rest of game and not get mired in play by play combat.

Also I find handy the three arcs around each planet, rolling over any arc will give you the breakdown of what is around that gravity well. Further the blocks represent strength of the forces and/or structures in the gravity well providing an at a glance tactical overview.
The Action Grid

Up there is the appropriately named action grid. Planets, structure and ship commands are all issued with and indicated by this small panel. Dependant on current selection the contents of these buttons will change. This is excellent UI design rather than have a bunch of sidebars or sub menus why not just have one where the elements change? It reduces visual clutter greatly and for the hardcore greatly increases the speed that you can issue commands. The action grid buttons match a group of hotkeys with “q” being the top left most button. So you can select with mouse on with your right hand and issue commands with the left. I have not got deep into the hot keys but I am sure there are many configurations available.
The Empire Tree

Next is the empire tree which perhaps wins the prize for the best name for a piece of UI. It’s based on the collapsible folder structure similar to any operating system which as this is a PC game is fair ball. The empire tree fulfills two great functions. Firstly it enables another place to click and interact with units, planets and structures without having the main view switch to that part of the map. A double click and you are there in a flash but you could say be directing a battle while queuing up production on a planet on the other side of galaxy. Myself I only use it for organizing my fleet as there are some great group select commands that work the same as in any PC application (eg CTRL and Shift group select). The empire tree while really helpful is more of a secondary abstraction of the main game but vital not only to play efficiently but not be feel overloaded in directing the game.
The usual suspects
Along top of the screen are game options access to your research, diplomacy and black market screens then ending on the right most top edge with counters for your resources. Of note for the Entrenchment expansion Ironclad elected to move most of the black market menu to live on the main screen. As you need to trade resources frequently and its nice to have a visual indicator of the next pirate attack this was absolutely a positive move.
Lastly you can click on any planet which will give you the functionality for the planet and its associated structures in the action grid or alternately just click on the structures themselves and you can do this in empire tree and on the main view.
Preventing info overload.

For the cavalcade of stats in Sins rollover info cards abound. They zip out of right most section of the lower UI bar when you roll over a unit, planet or structure. This is pretty minor but also a good example of clean UI design. Where is the info? Roll over it and it shows otherwise it does not. There are not a lot of situations where you would be curious of the stats of a play element if you were not looking at it. So the UI design lesson is if you don’t need permanent UI why not make it dynamic?
Wrapping it all up.
So in the end you have one set of UI elements in form of audio cues and status reports to let you react quickly to events. Next you have an abstract form of all of the interacactable elements in the form of the empire tree that functions independently of the main graphical view thus enabling the player to effect one area of play while looking at another. The action grid keeps everything centralized and is optimized with an intuitive layout of hot keys to enable you quickly issue commands. The main viewport overlaps some functionality with the empire tree and provides another way to access units, planets, structures manage combat and well pretty much everything else. All of this together keeps the action Sins at on average two or three actions apart from each other so you can spend most of the time actually affecting gameplay not navigating menus. One review I read of Sins said you will spend hours in front of Sins and not even notice. This degree of flow or immersion would simply not be possible Sins without quality UI. The only gripe I have is that it does not scale correctly at higher resolutions which hopefully will be corrected in the next expansion.
Speaking of wrapping it all up next time the last entry on Sins where its come from and where its going.
















