The graphics are a complete mess across the board, with the interface as messy and unreadable as the spritesheet. A large part of the game involves paying attention to a server-wide chat screen which is moving at the pace you'd expect of a Habbo Hotel room with 60 occupants.
It's a neat idea that everything can be tinkered with by players, but with everyone following their own personal objectives and the absolutely pitiful way the game conveys information, it's simply chaos at all times.
I agree with the UI and graphics being a mess, though not with the chaos thing. Most of everyone has a similar objective; perform their duty on the station, which all works in tandem like the real world. To play an assistant, however, which has no objective, I can understand why you got the impression of chaos.
Part of the appeal for the game, for me, is
knowing that there's a whole station full of people doing their jobs, all of which are capable of working together to stop whatever obstacle is being thrown at them.
You might be able to get some enjoyment out of it if you're the sort of person who has time to dedicate to reading hours of vague wiki documentation to understand just the basics.
the horrific mess of a UI removes any chance of me touching this shit again.
I do agree that the UI is horrific, but once you get used to it (which I understand is a big but) it actually proves to be quite a robust system for roleplaying.
But when I hear 'roleplay,' I think 'immersion.' I don't feel immersed when I move a 2D sprite around on a (hideous) board and get a text prompt saying "You are doing a thing."
It may be hard to get into, but there's something about this style I quite like. There are times when the game can be really immersive--chatting over tea with a crew member, or when the lights go dark and the radios go out and you're all alone on the station with something that may or may not want to kill you, so you immediately break a window, snatch some cable coil and a rod and build yourself a spear for the sake of protection.
Part of what makes roleplaying in it, for me, is imagination, honestly--the same reason I'm really able to get into Final Fantasy VII. When you have such basic graphics to work with, your mind fills in the gaps and it makes roleplaying a lot of fun. But maybe that's just me.
It's a nice idea, executed in the poorest possible way.
I suppose that's why I like it. It's an idea which I haven't seen executed in any other way. The closest game I can think of comparing it to is Trouble in Terrorist Town, and obviously there's a huge distance.
All in all, I understand Urb & Arch's complaints with the game, but I would like to comment that they both missed out on the roleplaying aspect, since neither of them spoke to any other character, and they missed out watching the station function, since they never left the maintenance area and played as the basic job for learning the rules.
But hey, SS13 isn't for everyone. Very niche title for a very niche reason, but I'm just glad you tried it before completely dismissing it.