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Game Interfaces are one of the hardest part of the design process the player will be lookin at them 24/7. It can make or break a game.
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Interfaces
Chris Castaldi
An Interface is?
Display of progress Map information Objectives
Information Health Ammo Map information
Feedback Blinking health bar means your dying
A little Optics
Low Resolution of the Eye
Long Side View Peripheral vision
Interfaces should always go on the
edges away from our central vision
The First Person
Center of your view is always where your gun will shoot. Targeting recital.
Health and ammo almost always on opposite sides. To alert you of one or the other going low.
Interface is Minimal. Don’t want to get things in the way Should also be semitransparent.
System Shock II
First Person notes
Where to put things? Health on the left and ammo on the right. Players who play FPS’s expect things to be in the
same place. Maps
Top of the screen out of the way of your target. Inventory/Weapon Choices
Toggled, either approaching from the sides or on top.
3rd Person
Many games are done in the 3rd person because it creates the illusion of Peripheral Vision.
It also creates the movie feel being that you see yourself doing the actions.
3rd person usually required Targeting so you know what you are aiming at.
God view perspective
God view games usually deal with managing lots of objects/units Sims Warcraft III
Most all of them have a clear distinction between management and action.
Also usually have the biggest interface of all.
Homeworld
Types of Interface
Buttons ~ What will the F4 do now? What is available and what do I need to press. These buttons are mutable each one can mean something
different. Management ~ How do I manage groups of things?
Group Movement / Composition Raid Interfaces Inventory (Items can be considered a type of unit)
Targeting ~ Who am I looking at? Current (Target) Health/other pool of target
Types of Interface (cont)
Info ~ How much do you have? Current Weapon Ammo Health Inventory
Textual ~ What is he saying and who is he? Usually seen mostly in MMOs or RPGs Chat Dialog Nameplates
Navigation ~ Where am I? Compass Minimaps World Maps X Marks the spot
What makes an Interface bad? Chunky
Contains to much information Unresponsive Contains to little information
What makes an interface stick out? Bad typography
Fonts are important! Poor Color Choices Incorrect style
Looking atEudemons Online (The Bad) Font
Square not rounded like the other font is. Two different fonts used
In different families
Too much going on Text overload
Lack of Targeting
Looking atEudemons Online (The Good) Buttons
Buttons animated making it a bit more excitable Responsive
Unit frames “Pretty” with the subjection of the font Numbers are also pretty.
How important of a role does the interface really play? Reality Cue:
Examples: Out of Air while underwater Entering a Irritated Area Cooldowns for powers/spells That your dying….
Meta knowledge A good interfaces breaks reality while maintaining
disbelief.
Further Reading.
Off With Their HUDs! http://www.gamasutra.com/features/20060203/wilson_01.s
html Evolution of the Interface.
http://www.xyzzynews.com/xyzzy.7f.html What Games Teach us about human interaction.
http://www.kuro5hin.org/story/2001/4/15/503/20814
Games Used:
System Shock 2 by Irrational Games Neverwinter Nights by Bioware Warcraft 3 by Blizzard Homeworld 2 by Sierra Eudemons Online by TQ Entertainment