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User interfaces
1. Fundamentals of Game Play
User Interface Design
Sayed Ahmed
BSc. Eng. in CSc.
MSc. in CSc.
http://sayed.justetc.net
http://www.justETC.net
Presented at the University of Winnipeg
Winnipeg, Manitoba, Canada
2. Topics
General Principles of User Interface Design
A process for designing your interface
How to manage the complexity
Interaction Models
Camera Models
Examine most widely used visual and audio elements in
game UI
Analyze the functionality of various types of input devices
A variety of navigation mechanism
Camera Models
Input Devices
4. Is User Interface Important?
A bad interface can kill a game
Even with a great game play
The User Interface creates the player’s experience
Making the game Visible, Audible, and Playable
The user interface has an enormous effect on how the player
perceive the Game
Satisfying
Disappointing
Elegant
Graceless
Fun
Frustrating
5. What is the User Interface?
Lies in between the player and the internals of the game
Knows all about any supported input and output hardware
Translates the player’s input
Into actions in the game
Pass those actions to the core-mechanics
Presents internal data that the player needs
In visible and audible format
Output
Visual Elements and Audio Elements
Input
Control Elements
6. What is the user Interface
Feedback to the player
Gives important information to the player
About his activities
The state of the game world
The state of his Avatar
Feedback Elements
The elements that provide this information
Visual or Audio
7. Player Centric Interface Design
UI plays more complex rules in games than in any other software
Games exist to entertain
Other software take data, process data, control
processes, and visualize results
Game UI must be easy to learn but
Must not tell everything that is happening inside the game
Must not give the player the maximum control
Mediate between the internals and the player
Create an experience for the player that feels to him
like game play and storytelling
8. Player Centric Interface Design
Focus on what the player needs to play the game well
Provide smooth and enjoyable experience
9. About Innovative UI
Innovation is good in almost all aspects of Game Design
Theme
Game World
Storytelling
Art
Sound
Gameplay
Do not innovate unnecessarily when designing a new
interface
Button assignments on controllers and keyboards
10. About Innovative UI
Over the years
Most genres have evolved
a practical set of feedback elements
Control mechanisms suited to their gameplay
Play the games in your chosen genre
Pay special attention to games that are widely admired as the best –
Their UI probably helped them secure that reputation
Adopt whichever of them is appropriate for your game
Want to offer a new user interface for a familiar problem
Build a tutorial level
Test them with novice and experienced players
Take their feedback
Check if it’s a substantial improvement or not
If not, go back to what works
Allow the player to customize the interface
11. Some General Principles
Be consistent
Give good feedback
Remember that the player is the one in control
Limit the number of steps required to take an action
Permit easy reversal of actions
Remember game balance
Minimize physical stress
Don’t strain the player’s short-term memory
Group related screen-based controls and feedback
mechanisms on the screen
13. What the Player Needs to know
What is happening in the game world
What they should do next
Need to know whether their actions are leading them to
success or failure
Information the player must know to play the game –
according to player centric view of game design
Where am I? main view, map, audio feedback
What am I actually doing right now?
What challenges am I facing?
Did my action succeed or fail?
Do I have what I need to play successfully
Am I in danger of losing the game
14. What the Player Needs to know
Am I making progress?
What should I do next?
How did I do?
15. What the Player Wants to Do
Move
Look around
Interact physically with nonplayer characters
Pick portable objects up and put them down
Manipulate fixed objects
Construct and demolish objects
Conduct negotiations and financial transactions, and set numeric
values
Give orders to units or characters
Conduct conversations with nonplayer characters
Customize a character or vehicle
Talk to friends in networked multiplayer games
16. What the Player Wants to Do
Pause the game
Set game options
Save the game
End the game
17. The Design process
Define the Gameplay Modes First
Choosing a Screen Layout
Telling the Player What he Needs to know
Letting the Player Do What She wants to do
Shell Menus
18. Design Process
Define the Gameplay Modes First
Once you have chosen
Camera Model
Interaction Model
Gameplay for the primary gameplay mode
You can begin to create the details of the user interface
Choosing a Screen Layout
General screen layout
The visual elements that it will include
Main view – largest
Balance between main view and feedback elements and on-screen
control
Not a big issue in computer or console games
19. Telling the Player what he needs to know
Think what the player needs to know
Apart from the current view of the game world
What critical resources does he need to be aware of all times
What’s the best way to make that information available to him
Select the data from your core-mechanics that you want to show
Choose the feedback elements most suited to display those data
What warnings the player needs to be given
Decide how
New type of feedback element
22. Managing Complexity
Simplify the Game
Abstraction
Automation
Depth Versus Breadth
Broad Interface
Deep Interface
Context Sensitive Interfaces
Avoiding Obscurity
Artistic Over Enthusiasm
The pressure to reduce UI screen usage
Developer familiarity with the material
23. Interaction Models
Avatar Based
Multi present
Party-based interaction model
Contestant model
Desktop model
24. Camera Models
3D Versus 2D Question
For 2D Graphics
1st and 3rd person perspectives will not be available
Most games running on powerful game hardware are 3D
Small games or games played in browsers are sometimes 2D
First-Person Perspective
Advantages
Don’t display avatar – reduced development cost
No AI to control the camera
Players find it easier to aim the enemies
The player may find interaction with the environment easy
Disadvantages
Doesn’t have the pleasure to watch himself – cannot customize looks
25. First Person Perspectives
No body language or facial expressions
Reduces the player’s sense of her as a distinct
character with a personality and a current mode
Personality must be expressed in other ways
No cinematic camera angles for dramatic effect
Certain types of moves become difficult
Motion sickness
26. Camera Models
Third Person Perspective
Challenges
Camera Behavior when the Avatar turns
Camera always behind
Motion sickness
No fun of watching his or her side and front
Camera moves behind slowly
Implement side view – slow camera move – image dizzying
Super Mario 64
Camera reorients only after the avatar stops moving
Toy story
Intruding Land Scape Objects
Player adjustments to the camera
27. Camera Models
Aerial Perspective
– Omnipresent interaction model
Top down perspective
Isometric Perspective
Free roaming camera
Aerial Perspectives
28. Visual Elements
Main View
Windowed Views
Opaque Overlays
Semitransparent Overlays
29. Feedback Elements
Indicators
Digits
Needle gauge
Power bar
Small multiples
Colored lights
Icons
Text indicators
Mimi maps
Color
Character Portraits
Screen buttons and menus
Text
Localization
Typefaces and formatting
30. Audio Elements
Sound Effects
Vibration
Ambient Sounds
Music
Dialog and Voiceover Narration
Input Devices