maandag 11 maart 2013

Andrew Rollings and Ernest Adams on Game design


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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