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Interface

Interface. Interface: The Players Gateway . Manual Interface: The Hardware. Visual Interface. Active Menu Systems Strategy Games RPGs Pause Menus Passive HUDs Item interfacing (e.g. Resident Evil Typewriter). The Half-Life Experiment: Total Immersion. Visual Interface Components.

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Interface

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  1. Interface

  2. Interface: The Players Gateway

  3. Manual Interface: The Hardware

  4. Visual Interface • Active • Menu Systems • Strategy Games • RPGs • Pause Menus • Passive • HUDs • Item interfacing • (e.g. Resident Evil Typewriter)

  5. The Half-Life Experiment:Total Immersion

  6. Visual Interface Components • Character Attributes • Health / Lives • Score • Ammo, etc. • Attributes • Start/Pause screen • Map

  7. Genre Specific Elements • Action • The HUD • Adventure • Minimal Menu • RPG • Skill selection • Inventory/Attributes • Sports • Shifting interface • Strategy • Command and Control • Simulation • Realistic data integration

  8. Integration Example: Save Points • Checkpoint Based • CoD 4 • Gears of War • Selective • Quick Save / Full Save • Altered Selective (only in certain areas) • Auto-Save • Time/event based

  9. The Effect of Platform PC PS 2 PSP • Computer • More active menus • More Keyboard Commands • Console • Striped down interface • Command simplicity • Mobile & Arcade • Quickplay focus • Resolution Restrictions

  10. The Pitfalls • Unintuitive Design • Cryptic Symbols • Improper activity grouping • Steep Learning curve • Overly-complex control features • Cluttered and Obstructive Interfaces

  11. Accessibility • Disability considerations • Captions • Keyboard Control • Language & Cognitive • Intuitive graphics • Careful with text • Customization

  12. The Console Interface

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