Game Development Essentials An Introduction
Jan 15, 2016
Game Development Essentials An Introduction
Chapter 8Interface
creating the connection
Key Chapter Questions■ How do game interfaces relate to player-centered
design?
■ What are the components of game interfaces?
■ What is the difference between a manual and visual interface?
■ What is the difference between a passive and an active interface?
■ Why is usability important in game interface design?
Player-Centered Design
What’s wrong with this picture?
Interface & Game Features
• Gameplay• Story• Character• Audio• World• Platform• Genre
Interface TypesManual (Physical)
Bass Fishing Samba di Amigo Dance Dance Revolution
Interface TypesVisualActive
Puzzle Pirates(radial/pie menu)
I Was an Atomic Mutant(main menu)
Interface TypesVisualPassive
True Crime: Streets of LA(HUD = heads-up display)
Interface TypesVisualStyles
Split-Screen(Adventures of Fatman)
Whole Screen(Myst III: Exile)
Invisible(Black & White:
Creature Isle)
Visual Interface ComponentsScore
Cyclone Super Collapse
Visual Interface ComponentsLives & Power
Super Mario Sunshine(Lives)
Tour de France(Power)
Visual Interface ComponentsMap
Age of Empires II:The Age of Kings
Age of Mythology: The Titans
Visual Interface ComponentsCharacter
Character creation & management and character inventory interfaces from The Temple of Elemental Evil
Visual Interface ComponentsStart Screen
Crazy Bunker
UsabilityDysfunctional Interfaces
• Cryptic• Complex• Simplistic• Inconsistent• Inefficient• Cluttered
UsabilityAccessibility
• Visual• Audio• Motor• Speech• Cognitive
Saving the Game
• Quick-save• Auto-save• Save to slot (or file)• “Save-game” debate
Guidelines for a Great Interface• Be consistent• Enable shortcuts• Provide feedback• Offer defined tasks• Permit easy reversal of actions• Allow for player control• Keep it simple• Make it customizable• Include a context-sensitive pointer• Implement different modes• Use established conventions
Summary
• Player-centered design• Interface & game features• Manual vs. visual interfaces• Active vs. passive interfaces• Visual interface components • Usability & accessibility• Saving the game• Guidelines for a great interface