Andrew Rollings, 2003, Andrew Rollings and Ernest Adams on Game design, New Riders Publishing
Chapter 6,
Creating the user experience, page 147-197
From the
moment the player loads the software and the first screen appears, he is in
your world. Everything that he sees, hears, and feels from that point on- every
audio, visual, and interactive element- must strive to convince him that the
only thing that exists is the game.
When games
first entered the world, they were limited by computer technology. This made it
so that there wasn't much information in the game, and that the player needed
to play the game. This resulted in very simplistic in-game interfaces. But as
the technology progressed, so did the complexity of games. The player needed
more information to know what was going on, and so the interfaces became more
complex.
For
RTS-type of games three levels are needed to create an effective interface:
Grand strategy, Group and Unit navigation and unit micromanagement. But not all
RTS games rely on all three levels. It is best to let the player decide on
which levels he wants to interact. If he doesn't feel like micromanaging, let
the computer handle it.
The interactive element:
Aside from
all the Glitz and glamour, the main function of a user interface is to allow
the player to play the game. From a purist point of view, that is its primary
purpose. All else is secondary. We've lost count of the number of games we've
played that have forgotten this simple rule. In these games various
interactivity problems prevent them from showing their true promise; the
interface actually gets in the way of playing the game.
Some common
problems are: The interface is overly graphicly obscure, the graphics are
beuatifull but stand in the way of understanding how the game works. Overly
complex interfaces, there is just to much text or options to go through and the
player gets lost. Overly simplistic
interfaces, which creates an on-rail experience.
KISS
principle: Keep It Simple, Stupid. keep the layout of the screens simple. Don't
bother with lot's of fiddly little overlays. Group all similar functions
together. That way the player can take in the information she needs in a single
glance, rather than having to roam all over the screen to gather the
information she requires.
The human
eye does not see consistently throughout its field of vision. there is an area immediately
in the center of your field of vision where you see with the maximum amount of
detail. the central vision area, the macula, is geared up to take in the visual
information at the highest possible resolution. The peripheral vision of a human eye does not
sense the same amount of detail as the macula but it is geared for detecting
movement and change. Of something changes in your peripheral vision, your first
instinct is to turn and focus on the area concerned, to scrutinize it in more
detail. The instinct can be exploited to focus the players attention on an indicator
if some important happening that they need to know about occurred.
Guidelines
for creating interfaces: Be consistent, Enable hardcore players to use
shortcuts, Give good feedback, Design the interface to offer defined tasks,
Don't allow the player to make silly mistakes, and allow recovery from minor
errors, Permit easy reversal of actions, Remember that the player is the one in
control, Don't strain the player's short term memory.
Example of an
invisible interface: Black and white, the interface and all the actions
performed are handled by a hand. By gestures you perform all the actions and
spells and no other interface is needed or given.
However in
our opinion, an interface does not need to be nonexistent to be invisible. Our definition
of an invisible interface would be one that fits the game so well that the
player forgets it's there. Starcraft is such a game. The interface is so well designed that the
player performs her actions subconsciously.
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