Rules: be consistent, give good feedback, player should always be in control, few steps to do an action, easy undo/redo, minimize physical stress, no recall, group controls and feedback elements together when they are related, provide shortcuts. No more than 2 clicks between the start/loading screen and actual play.
Player question | In-game solution(s) |
---|---|
Where am I? | Minimap, ambient environment sounds |
What am I doing right now? | Visual and audio feedback cues |
What challenges am I facing? | Quest or mission log |
Did my action succeed/fail? | Visual cues |
Am I in danger of losing the game? | HP, gauges |
What should I do next? | Quest helper |
First, define gameplay modes: camera perspective, interaction model (= mapping player input to game actions), and gameplay (= challenges and actions). Then, figure out which visual elements and controls are needed for each UI mode.
Interaction models can be avatar-based (FPS), omnipresent (RTS), party-based (RPG), desktop-like, or contestant (TV game shows).
Solution | Description | Example |
---|---|---|
Abstraction | Replace a detailed feature by a less accurate one, or aggregate it with another. | Fuel is never seen in racing games |
Automation | Let the computer handle the annoying or repetitive parts of a process. | Path finding in RTS is handled by the AI. |
Choice of automation | Let the player decide if a feature should be automated or not. | Racing games: manually switching gears is often more efficient than automatic gear. |
Broad interface: all buttons are directly on the screen. It takes time to learn and remember where each of them are. Example: plane cockpit.
Deep interface: the information is categorized in hierarchies, menus, and options.
Consoles usually have deep interfaces with menus because there's no mouse pointer and few buttons given to the player. A keyboard, on the other hand, gives a lot of breadth.
The interface should be context-sensitive. Only show the possible actions and buttons in a given situation. Give also visual cues of the consequences. Example: When pointing the cursor to a tree, the pointer should change into an axe.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.