Game interfaces

The interface is the mechanism by which the player and the game interact - covering all the means used to convey information to the player and all the means used by the player to control the game.

The effectiveness of the interface has a tremendous impact on the playability of the game, and is often the make or break factor with an otherwise solid game.

The interface plays a major role in shaping how the user thinks about the state and operation of the underlying game - guiding a player towards relevant/available information and choices, and presenting them in the context of the game world.

A poor interface tends to distract the user from the game experience, while a good interface blends seamlessly into the action.

A core part of the visual interface is dependent on the graphics engine, and what kind of a perspective it provides the player on their game world.

Another core part of the interface is the collection of input/output mechanisms it makes use of. Some of the most common data and control mechanisms include

In these lectures we'll consider several sweeping areas of game design


Designing usable interfaces

One of the challenges of developing games is providing a user interface that seamlessly fits with the game play and game world - something that is intuitive to learn and to play, and doesn't distract the player from their immersion in the game.

In "Design of Everyday Things", D. Norman suggests five guiding principles, slightly modified below for the realm of gaming:

Throughout, we are striving to understand the player, and provide simplicity and consistency in our interface.


Input, navigation, and control

Navigation and control are major issues in all games - determining how the player can best instruct the game on their choice of actions.

As stressed earlier, the primary focus should be that "form follows function" - i.e. the design must come from the purpose, not the other way around.

Expectations

We need to understand the game player, and their expectations in the way the control mechanisms are likely to work - understand what your audience expects each control to do.

This includes not just the mapping of which controls are tied to which actions, but how those actions take place. For example

In general, this is determined by their experiences with other games, and tends to make innovation in control systems riskier - any really new approach breaks with the patterns players have learned previously.

If you do deviate from industry norms, you need to ensure the controls and behaviours are very intuitive - often using a real life role or mechanism as a metaphor to explain the game behaviour.

Simplicity

Another significant goal is simplicity - ideally there should only be five to ten core controls the player needs to remember to play the game effectively.

There may be many additional/optional controls, but the core should be simple to master/remember.

If there are multiple game modes, in which the controls are used for different purposes, then the mappings of the controls need to be as intuitive as possible.

For instance, suppose there is an offense mode and a defense mode, and you have 10 buttons you want mapped to different actions in offense mode than in defense mode. How do you decide which ones should be paired up?

User participation exercises
There are a variety of exercises you can test out on user groups to see what makes sense to them:

  • For the dual mode example above: show one column of offense actions and one column of defense actions, and get them to draw lines between the pairs they think should map to the same controls.

  • To decide which keys/controls should map to actions in general, show a column of actions and a column of controls, and get the players to draw lines between the pairs they think belong together.

  • To decide which icons/images should be used for different buttons or controls in the interface, draw a list of actions and a list of images (possibly with more images than actions) and let them again match the pairs they think belong together.

  • To decide which words/names/commands should be used for different player actions, draw a list of actions and a list of words (again with more words than actions) and let them match the pairs they think belong together.

Control tables

One common tool used to ensure you have mapped all actions to appropriate controls is to lay out a control table.

For each game mode, list which controls correspond to each desired action. This also allows you to check for consistency in how controls are used in different modes.

ControlCombat modeNegotiations modeEdit mode
<left mouse btn> Select target Select negotiations  
<escape> Exit game Exit to combat mode Exit to combat mode
<Z> Fire weapon Accept deal Save changes
... etc ...      

Navigation

As with the controls discussed earlier, we want to focus on expectations, simplicity, and consistency when arranging collections of modes, menus, or screens in the game.

The player should never be more than 3-5 clicks/steps away from any action they want to perform, otherwise you are again forcing them to remember navigation patterns and distracting them from the actual gameplay.

The player should always have clear and easy mechanisms to return them to the "default" playing mode, and clear and easy mechanisms to exit the game.

As with the control tables, it is extremely valuable to map out a navigation chart -- essentially a flow chart showing all the different ways a player can move between all the different menus/modes/screens.

As with all controls, the commands or actions used for navigation should be consistent across the different modes.


Conveying information

Aside from control/navigation, the major objective for the interface is to convey just the right amount of information to the player in a way they can use effectively.

The information you wish to convey may include

In many games the player must visually process a great deal of information and react quickly - meaning the interface must present the information in a way the player can grasp "at a glance".

Often this is best achieved by finding a good analog mechanism, annotated with visual and audio cluse, rather than presenting the player with blunt collections of data.

For example, if the player can have a health level of 0-120, should we present that as a number, or as a health bar? Possibly colour coded, green to indicate health > 60, red to indicate health < 30, and yellow for health 30-60.

Sound effects can be added to indicate each time the player's health drops, background music can be made "more tense" as the player's health lowers, and animation clues can be added - such as the player limping, panting, etc if their health is low. Each of these gives the player another way of recognizing/assimilating a key piece of information.

One of the common mechansims used to convey complex collections of data in games is the HUD (head up display), typically organizing all the supplementary data around the edges of the game display.

As with keyboards and controllers, players will generally have pre-established expectations for a HUD, based on experience with other games.

To guarantee consistency across screens, modes, or menus in your game, establish a template -- the core items that will be identical on all of the components.

To design the individual screens (modes/menus/etc) simply add the specialized aspects to the stock template.


Examples