Marc
Saltzman, 2000, Game Design Secret of the Sages second edition, Macmillan
Publishing
Chapter 12,
The all important User Interface and Game Control, page 249-262
While it's
likely that you'll find some conflicting advice in areas of this book on art
techniques, level design suggestions, or the best way to animate a character,
it's universally recognized that a bad user interface (UI) in a game can be its
own demise, regardless of how good the content is.
UI and game
control may be a personal thing, so many developers of PC and console games are
now allowing players to customize these setting to their liking. Most games, in
all genres, allow players to remap keys/buttons to their liking, or assign
hotkeys or macros. Give players the option to make the game their own.
"You
must attempt to immerse customers into the experience- make them forget who
they are and make them believe they're the character on screen"
- Vance Cook, Lead designer Sierra Sports
- Vance Cook, Lead designer Sierra Sports
"Gamers
are notorious for not reading manuals. If they can't quickly and easily get
into a game, they'll become frustrated and look to other games for satisfaction"
- Scott Orr, EA sports
- Scott Orr, EA sports
Age of
Empires II won an award for best interface in 1999 from Computer Gaming World
magazine.
"The
Backhoe Operator Syndrome: Making the UI so intuitive to the gamer that he or
she becomes one with the onscreen avatar. By making the UI as simple as
possible, without limiting the players options. "
- Richard "Lord British" Carriott, Texas Origin Systems
- Richard "Lord British" Carriott, Texas Origin Systems
"Your
mom should be able to play the game intuitively, even if she doesn't like
it."
- Tom Hall, Ion Storm
- Tom Hall, Ion Storm
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