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Game Development Essentials An Introduction. Chapter 8. Interface creating the connection. Key Chapter Questions. ■ How do game interfaces relate to player-centered design? ■ What are the components of game interfaces? ■ What is the difference between a manual and visual interface?
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Chapter 8 Interface creating the connection
Key Chapter Questions ■ How do game interfaces relate to player-centered design? ■ What are the components of game interfaces? ■ What is the difference between a manual and visual interface? ■ What is the difference between a passive and an active interface? ■ Why is usability important in game interface design?
Player-Centered Design What’s wrong with this picture?
Interface & Game Features • Gameplay • Story • Character • Audio • World • Platform • Genre
Interface TypesManual (Physical) Bass Fishing Samba di Amigo Dance Dance Revolution
Interface TypesVisualActive I Was an Atomic Mutant (main menu) Puzzle Pirates (radial/pie menu)
Interface TypesVisualPassive True Crime: Streets of LA (HUD = heads-up display)
Interface TypesVisualStyles Whole Screen (Myst III: Exile) Split-Screen (Adventures of Fatman) Invisible (Black & White: Creature Isle)
Visual Interface ComponentsScore Super Collapse Cyclone
Visual Interface ComponentsLives & Power Tour de France (Power) Super Mario Sunshine (Lives)
Visual Interface ComponentsMap Age of Mythology: The Titans Age of Empires II: The Age of Kings
Visual Interface ComponentsCharacter Character creation & management and character inventory interfaces from The Temple of Elemental Evil
Visual Interface ComponentsStart Screen Crazy Bunker
UsabilityDysfunctional Interfaces • Cryptic • Complex • Simplistic • Inconsistent • Inefficient • Cluttered
UsabilityAccessibility • Visual • Audio • Motor • Speech • Cognitive
Saving the Game • Quick-save • Auto-save • Save to slot (or file) • “Save-game” debate
Guidelines for a Great Interface • Be consistent • Enable shortcuts • Provide feedback • Offer defined tasks • Permit easy reversal of actions • Allow for player control • Keep it simple • Make it customizable • Include a context-sensitive pointer • Implement different modes • Use established conventions
Summary • Player-centered design • Interface & game features • Manual vs. visual interfaces • Active vs. passive interfaces • Visual interface components • Usability & accessibility • Saving the game • Guidelines for a great interface