this post was submitted on 22 Aug 2023
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I don't think that's a bad thing. A big part of effective software development is building things in a way they can be re-used, then adapting that re-use to your use case. You don't want to re-invent the wheel every time.
With UX specifically, user expectations also play a bigger role, and you need to be careful with how and when you violate expectations. There's a reason most FPS games have settled on the same control scheme. Unless you have a very good reason for a change, it detracts from the user experience instead of improving it.
There are issues with the fact that the games are done so fast that none really have their own soul, but shared core UX (that's pretty comparable to most other similar games) is reasonable. It's the fact that it's not as good as it should be (mostly by shoe-horning in all the ads for shitty monetization) that's the issue.
I disagree. The UX design is a critical part of the design language of a game. The Settlers has a completely different setting than Assassins Creed or The Division. For The Division a "cold" and technical UI feels fitting, since this matches with the world it plays in. For Assassins Creed it's a mixed bag, but since the back story in AC is also extremely futuristic and technical, it still fits. It would likely still be better if the UI was more aligned with the main-setting of the game than with the background-setting, IMO. And finally The Settlers doesn't fit at all into this theme, yet the UI still looks like it.
Re-using the engine and the development tools is completely logical and a good thing. But the UX should be in line with the setting of the game, not the company that it was developed from. Because that breaks immersion.