UI Controls
- No Autoconfirm Single Item key. For picking up and selling items there is no way to autoconfirm a single object. You click the item and a popup menu appears, and the game doesn't even move your mouse pointer to the Okay button. Most games let you Ctrl-click.
- No Autoconfirm Stack key. Ditto, except there's the added inconvenience of moving your pointer to the slider and dragging it all the way to the right, and then clicking Okay. Most games let you Shift-click.
- No Map key. The shortest way to get to the map in Oblivion (and Fallout 3) is to press F4 to bring you to the quest log, then move your pointer to click the Local Map or World Map button. Other games let you press M.
- No standard Exit Menu button. Pressing the inventory key, the use key, or Esc should get me out of any menu, container, book, or scroll. Also a problem in Fallout 3: sometimes E would get you out, sometimes it would be X.
Exploration
- Information too far from crosshair. When hovering over something, it does me no good to have the information down in the corner of the screen. Moving my eyes back and forth wasn't worth the eye strain until I switched to DarnUI.
- Default FOV too low. What's appropriate for a widescreen TV a few feet away is not appropriate for a high-res widescreen monitor an arm's length away. A higher FOV displays more of the game world, improving playability while also reducing motion sickness in players prone to that kind of thing.
- HUD too chunky. Compass was too tall (and not wide enough), icons were too big, text was too large. Again, a high-res widescreen monitor viewed up-close doesn't require things to be that large to be visible. Keep buttons and sliders the same size, though, to avoid pixel hunting.
- Location information should be near compass. When moving to a new area, the location name was displayed above the health bar. It should be displayed above the compass (since that is likely where you will be looking while navigating). It is not a problem if the UI text is appropriately sized.
Inventory
- Not enough items displayed. Another result of the giant text and icons was that a grand total of six items were displayed per screen. Useless, too much scrolling.
- Amazing waste of screen space. I have calculated that the entire inventory UI takes up only 48% of the screen. That's more than half the screen being wasted on either empty space or a useless giant player model. If you ignore the window border and chrome and just take the real inventory display area into account (the part of the inventory that changes, from the top border to above the Weight icon), then less than 30% of the inventory screen is being used to actually display the inventory. NICE ONE.
- Current spell effects not readily available. When in any journal page (except the map, obviously), the current spell effects should remain on-screen so that you can hover your pointer over them and see what they are. Presently they are hidden in a tab in the Magic page.
Talking and Bartering
- Conversation topics not numbered. Most RPGs number the conversation topics so that the player can select them by pressing the corresponding number key. This reduces mouse movement and makes everything easier.
- Pointer too far from conversation topics. When starting a conversation, the mouse pointer is placed in the center of the screen instead of being moved closer to the topic list.
- Too much scrolling for topics. Because of the giant text, there was too much bloody scrolling for conversation topics. Meanwhile, the rest of the lower screen was wastefully empty.
- Switching between player and merchant inventories svcked. Why require players to click an extra button to view their inventory while bartering (after putting their pointer far away from it, of course) when half the screen is going unused? Put the player and merchant inventories side-by-side.
Map
- Cannot disable undiscovered location icons on the compass. This was half-fixed in Fallout 3 by only telling the player that there was something in that direction, and not that it was a town or cave or encampment, but it's still a bit spoilery and cheaty, and we should be able to turn it off if we want. The proper way to learn of new locations without hoofing it around yourself should be to go to inns or bars and ask about them (as indeed you can in Oblivion), or ask the local animal trapper etc.
- Annotations would have been nice. Sometimes you stumble upon a location you don't have time to look at (or if you're running Oscuro's Oblivion Overhaul, you've just fled a cave with a quarter of your health and no healing potions). It would have been very nice to be able to add a note (or even just a special mark) to several locations to remind you about them.
- Map had too little information. Topographic information, landmarks, and indications of the terrain (like forest, plains etc) were missing from the map. Would be nice to include that kind of thing for players who prefer to navigate by their own gumption instead of following a magical arrow.