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Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics.

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Presentation on theme: "Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics."— Presentation transcript:

1 Interface Time Paul Taylor 2010

2 The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

3

4 Interlude Failures and Triumphs of the Physical Interface

5 Good – THE Gameboy http://www.crunchgear.com/wp- content/pbucket/2gameboy-1.jpg

6 Wiimotes http://www.crunchgear.com/wp- content/pbucket/1wiimote.jpg

7 Light Guns http://www.crunchgear.com/wp- content/pbucket/5lightgun1.jpg

8 Now for the Worst...

9 http://www.crunchgear.com/wp- content/pbucket/powerglove.jpg

10 Cooperative AI http://gamefury.net/wp- content/uploads/2010/01/Sloth-150x150.jpg

11 Nintendo Virtual Boy 3D in 1995!!! http://retrothing.typepad.com/photos/uncate gorized/virtualboy.jpg

12 All in RED http://retrothing.typepad.com/photos/uncate gorized/mariored.jpg

13 http://www.joystickdivision.com/motivational- rob-490.jpg

14 Konami Laserscope http://www.joystickdivision.com/konami-laser- scope-l.jpg

15 Others?

16 The Interface from Schell’s perspective

17 Breaking down the Interface Layer From Byrne we already have:

18 Splitting the Interface Further We can divide the interface further, so: What is the interface? What IS it?

19 Physical Interface – Input – Output Virtual Interface – Input – Output Don’t forget the I/O of your game world!

20 Schell:

21 This leaves us with one missing piece Mapping! – How does everything relate to everything else? – We need to convert those arrows into something more

22 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

23 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

24 The Adventures of Toasty progresses

25 Now because the interface is soo easy... What happens to the player when the interface is perfect?

26 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

27 The Player and the Game Players Mind Game World

28 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?

29 Feedback Basketball Nets http://www.aessports.com/images/b_bb net_144_w.jpg

30 Feedback Electric Cars http://www.blavish.com/wp- content/uploads/2007/07/ferrari-electric-car- 7-12-07.jpg

31 Feedback The Unreal 3 Menus http://www.worldofpwnage.com/wp- content/uploads/2009/03/ut3-menu.png

32 Players expect feedback within 1/10 of a second.

33 OnLive and failure OnLive! http://www.eurogamer.net/articles/digitalfou ndry-lag-factor-article

34 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

35 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

36 The Moral of the story: Feedback is essential As soon as you can you must give the player some feedback!

37 Uncharted http://www.zath.co.uk/wp- content/uploads/2010/01/uncharted-2- among-thieves-roof-jump-screenshot.jpg

38 http://blog.fatcow.com/wp- content/uploads/2010/04/Juicy-Orange.jpg.jpg

39 http://0.tqn.com/d/xbox/1/0/v/F/vivapinata1.j pg

40 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!

41 Viva Piñata http://gry.o2.pl/upload/files/e32006_p2_Viva- Pinata.jpg

42 The first step to creating Juiciness is to understand

43 Information Channels How many types of information are contained below? 65

44 Information Channels How many types of information below? 65 Number, Size, Font, Colour, Position, Width, Height, Transparency, Rotation

45 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?

46 Input Modes What is an input mode?

47 Input Modes What is an input mode?

48 Whenever we change the mapping of one or more of the arrows in the interface diagram we are moving to a new mode

49 How best to design modes Use as few as possible (reasonably) – Remember the GTA4 controls? Avoid overlapping modes – Ring Ring!

50 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

51 One process for interface design List and Prioritise Information List channels Map information to channels Review Dimensional use

52 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

53 The most important Ideas Break the rules! If you don’t like how it ‘is done’ in the genre fix the problem!

54 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

55 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

56 The End


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