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Chapter 08 GAME 100


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Game Development Essentials 2e

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Chapter 08 GAME 100

  1. 1. Game Development Essentials An Introduction (2 nd Edition)
  2. 2. Chapter 8 Interface creating the connection
  3. 3. Key Chapter Questions <ul><li>■ How do game interfaces relate to p layer-centered design ? </li></ul><ul><li>■ What are the components of game interfaces? </li></ul><ul><li>■ What is the difference between a manual and a visual interface? </li></ul><ul><li>■ What is the difference between a passive and an active interface? </li></ul><ul><li>■ Why is usability important in game interface design? </li></ul>
  4. 4. Player-Centered Design What’s wrong with this picture?
  5. 5. Interface & Game Features <ul><li>Gameplay </li></ul><ul><li>Story </li></ul><ul><li>Character </li></ul><ul><li>Audio </li></ul><ul><li>World </li></ul><ul><li>Platform </li></ul><ul><li>Genre </li></ul>
  6. 6. Interface Types Manual (Physical)
  7. 7. Interface Types Manual (Physical) PS3
  8. 8. Interface Types Manual (Physical) Xbox 360
  9. 9. Interface Types Manual (Physical) Wii
  10. 10. Interface Types Visual Active World of Warcraft
  11. 11. Interface Types Visual Passive Lost Planet
  12. 12. Visual Interfaces Components Score Score display in NBA 07
  13. 13. Visual Interfaces Components Lives & Power Lives remaining display in Super Mario Sunshine and power display in Dead Rising.
  14. 14. Visual Interfaces Components Map Maps can be effective interface elements, whether they appear passively outside the game’s “playing field” ( Grand Theft Auto: Vice City, shown) or are accessed actively as their own menu systems (Bully, shown).
  15. 15. Visual Interfaces Components Character Tiger Woods PGA Tour ‘06 utilizes EA’s sophisticated Game Face character creation interface.
  16. 16. Visual Interfaces Components Character Player character inventory interface from Diablo II
  17. 17. Visual Interfaces Components Start Screen The Crazy Bunker start screen utilizes a simple interface consisting primarily of a start (“go”) button, and fields for the player to enter a username and password.
  18. 18. Visual Interfaces Genre-Specific Features <ul><li>Action </li></ul><ul><li>Adventure </li></ul><ul><li>Role-Playing </li></ul><ul><li>Simulation </li></ul><ul><li>Sports </li></ul><ul><li>Strategy </li></ul>
  19. 19. Usability Dysfunctional Interfaces <ul><li>Cryptic </li></ul><ul><li>Complex </li></ul><ul><li>Simplistic </li></ul><ul><li>Inconsistent </li></ul><ul><li>Inefficient </li></ul><ul><li>Cluttered </li></ul>
  20. 20. Usability Accessibility Visual Alpha Centauri ’s color scheme can be changed to one suitable for players who are color-blind.
  21. 21. Usability Accessibility Audio Jade Empire —which displays subtitles for character dialogue—does not require audio in order to play.
  22. 22. Usability Accessibility Motor (Physical) Psychonauts allows players who have physical disabilities to play the game using specialized equipment.
  23. 23. Usability Accessibility Speech SOCOM: U.S. Navy Seals —a game that focuses on speech as a communication method—allows players the option of communicating by text.
  24. 24. Usability Accessibility Cognitive The Sims 2 utilizes an icon-based interface, although players may communicate optionally via text.
  25. 25. Saving the Game Quick-Save Prey
  26. 26. Saving the Game Auto-Save God of War
  27. 27. Saving the Game Save to Slot or File Syberia
  28. 28. Guidelines for a Great Interface <ul><li>Be consistent </li></ul><ul><li>Enable shortcuts </li></ul><ul><li>Provide feedback </li></ul><ul><li>Offer defined tasks </li></ul><ul><li>Permit easy reversal of actions </li></ul><ul><li>Allow for player control </li></ul><ul><li>Keep it simple </li></ul><ul><li>Make it customizable </li></ul><ul><li>Include a context-sensitive pointer </li></ul><ul><li>Implement different modes </li></ul><ul><li>Use established conventions </li></ul>
  29. 29. Summary <ul><li>Player-centered design </li></ul><ul><li>Interface & game features </li></ul><ul><li>Manual vs. visual interfaces </li></ul><ul><li>Active vs. passive interfaces </li></ul><ul><li>Visual interface components </li></ul><ul><li>Usability & accessibility </li></ul><ul><li>Saving the game </li></ul><ul><li>Guidelines for a great interface </li></ul>