One of the biggest concerns heading into the launch of Diablo 3 was how the development team at Blizzard would handle all of the menus that exist in the PC version of the game.
For those who may have been worried about this, there won't be much of a difference with the types and amount of menus in the game, and they should not be interuptive of the overall experience on consoles.
In an exclusive interview with Examiner, Matthew Berger, who is the senior level designer for Diablo 3, talked about how the development had to create a robust inventory system, especially with all of the menus in the game.
"Since a big part of Diablo III is the loot, you can imagine that you do need a robust inventory system, and that had to be adapted to console. It’s safe to say that we redid every UI screen in the game—but we spent the most time on the inventory and the skills UI, which are the screens you interact with the most.
"The UI in general was a full-time task for a core group engineers, tech artists, and designers, who iterated over all those screens several times before they settled on the ones that worked best for the game. We didn’t cut any menus, but we did make sure to only have as many screens as was needed for the console game. The whole point is to play the game and not spend time in menu screens.
"Every decision we made with regard to the UI always kept in mind that idea of trying to get you back to playing the game as quickly as possible, trying not to break your flow, to distract you from the real meat of the experience, which is bringing mighty pain to the next poor monster that lies in your path," Berger said.
This is certainly a major task worthy of concern, just as developers on The Elder Scrolls Online will tell you. It's a very fine line between cutting too many menus and having menus be intrusive. From the experience we've had on the game, Blizzard looks like they've done a masterful job with this.