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Interface Time Paul Taylor 2010
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The Interface As seen by Ed Byrne Player Interface Game Core Mechanics
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Interlude Failures and Triumphs of the Physical Interface
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Good – THE Gameboy http://www.crunchgear.com/wp- content/pbucket/2gameboy-1.jpg
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Wiimotes http://www.crunchgear.com/wp- content/pbucket/1wiimote.jpg
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Light Guns http://www.crunchgear.com/wp- content/pbucket/5lightgun1.jpg
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Now for the Worst...
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http://www.crunchgear.com/wp- content/pbucket/powerglove.jpg
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Cooperative AI http://gamefury.net/wp- content/uploads/2010/01/Sloth-150x150.jpg
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Nintendo Virtual Boy 3D in 1995!!! http://retrothing.typepad.com/photos/uncate gorized/virtualboy.jpg
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All in RED http://retrothing.typepad.com/photos/uncate gorized/mariored.jpg
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http://www.joystickdivision.com/motivational- rob-490.jpg
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Konami Laserscope http://www.joystickdivision.com/konami-laser- scope-l.jpg
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Others?
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The Interface from Schell’s perspective
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Breaking down the Interface Layer From Byrne we already have:
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Splitting the Interface Further We can divide the interface further, so: What is the interface? What IS it?
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Physical Interface – Input – Output Virtual Interface – Input – Output Don’t forget the I/O of your game world!
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Schell:
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This leaves us with one missing piece Mapping! – How does everything relate to everything else? – We need to convert those arrows into something more
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Looking at the interface connections 1.Physical Input World 2.World Physical Output 3.Physical Input Virtual Interface 4.Virtual Interface World 5.World Virtual Interface 6.Virtual Interface Physical Output
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Some Examples... Moving the character What part of the world is visible Menus, pop-ups, selections Stats, scores, mode changes Data, format, layout, presentation The health bars of enemies
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The Adventures of Toasty progresses
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Now because the interface is soo easy... What happens to the player when the interface is perfect?
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Projections of Consciousness The player can forget the interface and project their consciousness into the game. – The player’s mind exists within the game – So where does the game world exist? This is a complex part of the suspension of disbelief and immersion factor
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The Player and the Game Players Mind Game World
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Interaction Loops Information flows from the player to the game and back to the player This is a cycle that continues throughout the game How fast does this cycle need to be?
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Feedback Basketball Nets http://www.aessports.com/images/b_bb net_144_w.jpg
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Feedback Electric Cars http://www.blavish.com/wp- content/uploads/2007/07/ferrari-electric-car- 7-12-07.jpg
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Feedback The Unreal 3 Menus http://www.worldofpwnage.com/wp- content/uploads/2009/03/ut3-menu.png
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Players expect feedback within 1/10 of a second.
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OnLive and failure OnLive! http://www.eurogamer.net/articles/digitalfou ndry-lag-factor-article
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Burnout Paradise 67ms BioShock (frame-locked) 133ms BioShock (unlocked) as low as 67ms Call of Duty 4: Modern Warfare 67ms-84ms Call of Duty: World at War 67ms-100ms Call of Juarez: Bound in Blood 100ms Forza Motorsport 2 67ms Geometry Wars 2 67ms Guitar Hero: Aerosmith 67ms
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Grand Theft Auto IV 133ms-200ms Halo 3 100ms-150ms Left 4 Dead 100ms-133ms LEGO Batman 133ms Mirror's Edge 133ms Street Fighter IV 67ms Soul Calibur IV 67ms-84ms Unreal Tournament 3 100ms-133ms X-Men Origins: Wolverine 133ms
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The Moral of the story: Feedback is essential As soon as you can you must give the player some feedback!
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Uncharted http://www.zath.co.uk/wp- content/uploads/2010/01/uncharted-2- among-thieves-roof-jump-screenshot.jpg
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http://blog.fatcow.com/wp- content/uploads/2010/04/Juicy-Orange.jpg.jpg
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http://0.tqn.com/d/xbox/1/0/v/F/vivapinata1.j pg
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Juicy Interfaces For everything you do you get a heap of results Avoiding a dry interface is a good step Making it juicy is awesome! – Pinball machines are juicy!
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Viva Piñata http://gry.o2.pl/upload/files/e32006_p2_Viva- Pinata.jpg
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The first step to creating Juiciness is to understand
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Information Channels How many types of information are contained below? 65
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Information Channels How many types of information below? 65 Number, Size, Font, Colour, Position, Width, Height, Transparency, Rotation
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Information Channels and Dimensionality This is your chance to slip in a little more feedback! For each feedback element think about: – What is the primary dimension? – What other information can my feedback carry? – Will it be obvious to player? Does it need to be?
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Input Modes What is an input mode?
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Input Modes What is an input mode?
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Whenever we change the mapping of one or more of the arrows in the interface diagram we are moving to a new mode
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How best to design modes Use as few as possible (reasonably) – Remember the GTA4 controls? Avoid overlapping modes – Ring Ring!
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How best to design modes Make sure the player knows what mode they are in – Visually Change the HUD Change the Avatar Change the screen data Change the perspective – Sound – Force Feedback
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One process for interface design List and Prioritise Information List channels Map information to channels Review Dimensional use
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Closing Ideas Adding more isn’t always making things better Steal Ideas (the term is ‘inspired by xxx’) – Customise Sound maps to touch in life – Why do we have a pinkie? Balance Options and Simplicity Use Metaphors as feedback when needed – Perhaps an action takes time to happen
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The most important Ideas Break the rules! If you don’t like how it ‘is done’ in the genre fix the problem!
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RE5 and Racism http://www.gamasutra.com/view/feature/6035/ games_with_the_power_to_offend_.php Movie:- Idiocracy a must see! It applies to this! http://lawofthegame.blogspot.com/2007/08/res ident-evil-5-racism-issue.html
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References http://www.crunchgear.com/2006/12/06/the- best-and-worst-console-game-innovations- ever/ http://www.crunchgear.com/2006/12/06/the- best-and-worst-console-game-innovations- ever/ http://www.joystickdivision.com/2010/05/fist ed_reasoning_-_the_5_most.php http://www.joystickdivision.com/2010/05/fist ed_reasoning_-_the_5_most.php
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The End
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