Game Development Essentials An Introduction
Chapter 8 Interface 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 Types Manual (Physical) Bass FishingSamba di AmigoDance Dance Revolution
Interface Types Visual Active Puzzle Pirates (radial/pie menu) I Was an Atomic Mutant (main menu)
Interface Types Visual Passive True Crime: Streets of LA (HUD = heads-up display)
Interface Types Visual Styles Split-Screen (Adventures of Fatman) Whole Screen (Myst III: Exile) Invisible (Black & White: Creature Isle)
Visual Interface Components Score Cyclone Super Collapse
Visual Interface Components Lives & Power Super Mario Sunshine (Lives) Tour de France (Power)
Visual Interface Components Map Age of Empires II: The Age of Kings Age of Mythology: The Titans
Visual Interface Components Character Character creation & management and character inventory interfaces from The Temple of Elemental Evil
Visual Interface Components Start Screen Crazy Bunker
Usability Dysfunctional Interfaces Cryptic Complex Simplistic Inconsistent Inefficient Cluttered
Usability Accessibility 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