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Fundamentals of Game Design, 2 Edition: by Ernest Adams

user interface

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0% found this document useful (0 votes)
60 views61 pages

Fundamentals of Game Design, 2 Edition: by Ernest Adams

user interface

Uploaded by

Nur Atikah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 61

Fundamentals of

nd
Game Design, 2 Edition

by Ernest Adams

Chapter 9: User Interfaces


Objectives

 Explain how the user interface mediates


between the player and the core mechanics
to create the user experience
 Discuss how principles of player-centric
interface design can answer questions about
what the player needs to know and wants to
do
 Know the basic steps required to design a
game’s user interface

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 2


Objectives (Cont.)

 List options that can help to control a game’s


complexity
 Describe the five well-known interaction
models
 List the most commonly used camera models
and discuss their advantages and
disadvantages
 Describe how visual elements supply
information a player needs to know to
succeed in the game
© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 3
Objectives (Cont.)

 Explain how audio elements such as sound


effects and music affect the user experience
 Know the types of one-, two-, and three-
dimensional input devices and discuss how
they affect the game experience
 List the most commonly used navigation
systems and explain how each system
controls action in a game

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 4


What Is the User Experience?

 User interface is often called the presentation


layer
 The experience must be entertaining
 Outputs = Visual + audio elements
 Inputs = Control elements

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 5


Player-Centric Interface Design

 Players prefer to use a familiar UI


 General principles of interface design:
 Be consistent
 Give good feedback
 Avoid seizing control from the player
 Limit the number (3) of steps required to do things
 When appropriate, permit player to reverse actions
 Minimize physical stress; provide shortcuts
 Keep related info together on the screen

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 6


Shortcuts

Execute complex combo moves

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 7


Shortcuts

Execute complex combo moves

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 8


Group info

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 9


Group info

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 10


Player-Centric Interface Design
(Cont.)
 Tell the player what he needs to know
 Is he succeeding or failing?
 What is he doing now and what should he do
next?
 Offer actions the player can perform
 Move
 Look around
 Interact with objects
 Pause or save the game

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 11


The Design Process
2

Screen Layout

3
1

Primary Gameplay Player Needs to


Mode Know

4
5 Shell Menu Player’s Action

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 12


The Design Process

 Define the gameplay modes you’ll need


 Define the primary gameplay mode first, then
move on to others
 Then think about the visual elements and controls
that will be needed for each mode
 Define a different user interface for each
gameplay mode
 For each mode, design a screen layout, select visual
elements, and define inputs
 Build a prototype UI in PowerPoint or Flash

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 13


The Design Process (Cont.)

 Choose a screen layout


 Main view will be the largest visual element on the
screen
 Find a balance between the amount of screen
space devoted to the main view and amount for
feedback elements and onscreen controls

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 14


The Design Process (Cont.)

 Tell the player what he needs to know


 Select data from core mechanics that you want to
show
 Choose feedback elements to display that data
 After defining critical information, move on to
optional information
 Keep in mind the general principles of good
interface design

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 15


The Design Process (Cont.)

 Let the player do what she wants to do


 Begin devising appropriate control mechanism for
each action the player can take that affects the
game
 Create visual and audible feedback for actions
 Map input devices to player’s actions based on
chosen interaction model
 Each time you move to new gameplay mode, note
actions it has in common with other modes to
keep control mechanisms consistent

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 16


The Design Process (Cont.)

 Shell menus
 Shell menus allow the player to start, configure,
and manage operation of game before and after
play
 Player should not have to spend too much time in
shell menus
 Shell interface is the first thing players see, so
don’t skip on design

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 17


Managing Complexity

 Simplify the game


 Abstract some details
 Automate some functions
 Depth versus breadth
 Deep interface places commands in multilevel
menus or dialog boxes
 Broad interface offers more options at one time
 Best solution is a deep interface with keyboard
shortcuts

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 18


Depth vs. Breadth

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 19


Guidelines on managing the
depth or breadth of game
interface
 Offer both: deep and broad interfaces
• Deep for the new players
• broad for experienced users
• assign shortcut keys to frequently used functions
 Avoid more than 3-4 levels deep
 categorize the options for structure menus by frequency of
access.
• most frequent accessed elements should be one or
two steps away from the player.
• least frequent accessed elements can be farther
down the hierarchy.

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 20


Managing Complexity (Cont.)

 Context-sensitive interfaces show players


their current options
 Hide the unneeded options
 Avoid obscurity
 In the user interface, don’t sacrifice function for
looks
 Test the UI on someone outside your project

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 21


Context Sensitive

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 22


Interaction Models

 Means by which the player projects his


intentions into the game world
 Common types
 Avatar-based—player acts through a character
 Multipresent—player acts on many places at once
 Chess, SimsCity
 Party-based—player controls a group of people
 Contestant—player acts as if on a TV game show
 Desktop—similar to computer desktop metaphor

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 23


Camera Models

 Determine virtual camera behavior by asking


how you want player to view the world
 Perspectives are camera models that are
largely fixed and unintelligent, e.g. top-down
 Virtually all standalone games running on
powerful game hardware employ 3D
 Use 3D graphics only if you can do it well
 Good 2D is preferable to bad 3D

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 24


Camera Models (Cont.)

 First-person perspective
 Used only in avatar-based gameplay modes
 Pros and cons:
 Little animation needed  Player cannot see avatar
for the avatar  Difficult to indicate
 You don’t need to design avatar’s personality
AI to control the camera  Camera angles are
 Players find it easier to limited
aim ranged weapons  Certain moves are
 Players may find it difficult
easier to interact with the  Rapid movements may
environment cause motion sickness

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 25


© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 26
© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 27
Camera Models (Cont.)

 Third-person perspective
 Used for avatar-based games and allows the
player to see the avatar
 Most common perspective in 3D action and
action-adventure games
 Challenges for this perspective:
 Defining camera behavior when the avatar turns
 Intruding landscape objects between camera and avatar
 Permitting player adjustments to the camera

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 28


© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 29
Camera Models (Cont.)

 Aerial perspectives
 Used with party-based or multipresent interaction
models
 Types of aerial perspectives:
 Top-down perspective—used to display maps
 Isometric perspective—camera angle is such that all
three dimensions can be seen at once
 Free-roaming camera—like isometric but camera
controlled by player to show the best angle
 Context-sensitive camera model—camera moves
intelligently to follow the action, show the best angle

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 30


Top Down

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 31


Isometric

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 32


Context Sensitive

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 33


Perspectives (Cont.)

 Other 2D display options found in Web-based


games and on small devices
 Single-screen—entire world on one screen
 Side-scrolling—player sees the game world from
the side as avatar moves left and right
 Top-scrolling—landscape scrolls beneath the
avatar and new challenges appear at top
 Painted backgrounds—2D+3D, avatar and other
characters appear in front of static backgrounds

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 34


Single screen

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 35


Side scroll

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 36


Top scroll

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 37


Painted background

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 38


Painted background

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 39


Visual Elements

 Main view
 Should be largest element on the screen
 Main view options:
 Windowed views—main view takes up part of the
screen, with the rest of the screen showing panels
displaying feedback and control mechanisms
 Opaque overlay—small window superimposed over
main view; the overlay obscures the main view
 Semitransparent overlay—small window that players
can see through partially

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 40


Windowed view

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 41


Opaque overlay

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 42


Semitransparent overlay

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 43


Semitransparent overlay

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 44


Visual Elements (Cont.)

 Feedback elements communicate details


about the game’s inner states
 Indicators inform about the status of a resource
 Digits, needle gauge, power bar, small multiples, colored
lights, icons, text are common types of indicators
 Mini-maps show an area larger than the main
view so player so orient herself
 Colors give additional clues

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 45


© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 46
Visual Elements (Cont.)

 Character portraits
 Can give the player a better idea of the person
 Can function as a feedback element if they
change
 Key issues regarding text in a game
 To make localization easier, store text in text files
 Choose typefaces and formatting carefully to
harmonize with theme and present information
clearly

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 47


Character Portraits

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 48


Audio Elements

 Sound effects
 Vibration (“rumble”)
 Ambient sounds
 Music
 Dialog and voiceover narration
 Repetition can be irritating
 Create multiple alternative versions
 Writing and acting must be good

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 49


Input Devices

 Three-dimensional input devices


 Accelerometers (e.g. Wii controllers), GPS receivers
 Two-dimensional input devices
 Directional pads
 Joysticks
 Mouse or trackball
 Touchpad and touch screen
 One-dimensional input devices
 Controller buttons and keys
 Knobs, sliders, and pressure-sensitive buttons

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 50


3 Dimension

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 51


2 Dimension

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 52


1 Dimension

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 53


Navigation Mechanisms

 Screen-oriented steering—push joystick


toward the top of the screen to move the
avatar the same direction
 Avatar-oriented steering—push joystick up to
move avatar forward in the direction the
avatar is facing

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 54


Screen-oriented

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 55


Avatar-oriented

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 56


Navigation Mechanisms (Cont.)

 Flying
 Requires two mechanisms because the
movement occurs in the third dimension as well
 Usually first-person perspective inside cockpit
 Point-and-click navigation
 Used to give directions to semi-autonomous units
 Uses a pathfinding algorithm
 To give the player more control, allow him to set
waypoints for the unit

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 57


Point and Click

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 58


Allowing for Customization

 Useful and easy to design


 Include a key reassignment shell menu
 Save all customization changes on a per-
player basis (like the Nintendo Mii)

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 59


Designer:
BRUTE
ATTACK

Gamer:
MAGIC
ATTACK

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 60


Summary

 You should now understand


 What the player needs to know and how it can be
presented
 How to design a game’s user interface
 How to use audio and visual elements
 How the input devices affect the game experience

© 2009 by Pearson Education, Inc. Chapter 9 User Interfaces 61

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