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Fundamentals of Game Design, 2nd Edition

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1 Fundamentals of Game Design, 2nd Edition
by Ernest Adams Chapter 8: User Interfaces

2 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 8 User Interfaces

3 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 8 User Interfaces

4 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 8 User Interfaces

5 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 8 User Interfaces

6 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 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 8 User Interfaces

7 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 NPCs and objects Pause or save the game © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

8 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 Design the primary gameplay mode first. Remind students to consider the player first in player-centric design. © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

9 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 8 User Interfaces

10 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 8 User Interfaces

11 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 8 User Interfaces

12 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 skimp on design All elements, including the shell menus, should be in harmony. © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

13 Managing Complexity Simplify the game Depth versus breadth
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 Abstraction means completely removing processes or systems from the game. Automation means leaving processes in, but letting the computer control them so the player doesn’t have to. © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

14 Managing Complexity (Cont.)
Context-sensitive interfaces show players their current 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 8 User Interfaces

15 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 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 8 User Interfaces

16 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 8 User Interfaces

17 Camera Models (Cont.) First-person perspective
Used only in avatar-based gameplay modes Pros and cons: Little animation needed for the avatar You don’t need to design AI to control the camera Players find it easier to aim ranged weapons Players may find it easier to interact with the environment Player cannot see avatar Difficult to indicate avatar’s personality Camera angles are limited Certain moves are difficult Rapid movements may cause motion sickness © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

18 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 8 User Interfaces

19 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—camera controlled by player Context-sensitive camera model—camera moves intelligently to follow the action © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

20 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—avatar and other characters appear in front of static backgrounds © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

21 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 8 User Interfaces

22 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 8 User Interfaces

23 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 8 User Interfaces

24 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 8 User Interfaces

25 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 8 User Interfaces

26 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 8 User Interfaces

27 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 With point-and-click, player gives a command and the unit or character travels to the designated location by itself, wthout further steering. © 2009 by Pearson Education, Inc. Chapter 8 User Interfaces

28 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 8 User Interfaces

29 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 8 User Interfaces


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