introduction to cognition and gaming 11/17/02: user interface

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Introduction to Cognition and Gaming 11/17/02: User Interface

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Introduction to Cognition and Gaming

11/17/02: User Interface

User Interface is Important

The Importance of a Good Interface Without a fluid and effective control scheme,

the best game feature is reduced to an unplayable source of frustration

Without displaying proper information, the player becomes a helpless victim of circumstance

The interface is the designer’s sole means of communicating with the player – in a sense, it defines the game

The Importance of a Good Interface In some genres, the interface is the game –

sometimes mastering intricate keystroke combinations is the heart of the gameplay

A bad interface can ruin a great game – e.g. if reaching a state in which gameplay can occur takes up a measurable share of the total game session, the UI is flawed

Games are holistic – The experience is diminished if the UI clashes with the visual style or rhythm of the game

The interface requires significant resources – Flight sims can have half the screen taken up by the interface – verbal UIs may need dedicated hardware

Visual Display Rules (P&A)

Stimuli away from the center of focus should be based on variations of luminance instead of color, and vice versa

The larger the display, the higher the frame rate that you need

Only 25% of the display should be devoted to significant information

Visual Display Rules (P&A)

The eye is most sensitive to changes in the upper-right quadrant of the screen, least sensitive to lower-right.

Different screen layout for rookies and veterans of games using keyboard interfaces

The eye can quickly process up to 5 different colors, 4 bars of different length, and 24 different angles

Input Sequences

A computer keyboard has over 100 keys, a typical console controller, ~12

PC games can support many different commands, but requires a great deal of hand movement

Console games are more likely to require multiple-key commands, context-sensitive commands, or both

For a game with a large control set, initiating the command will take longer on the PC, but completing the command will be faster

Map

Map and some other stuff

Map and some otherstuff

The Six Most Important Things to Know 1 – Consistency

Frame rate, art style, sound style, model/texture quality, object silhouettes, and lighting/shadows should all be consistent throughout the gaming experience

People are very good at noticing things that are out of place, which hurts, if not kills, the illusion of immersion

The Six Most Important Things to Know 2 – Rhythm

Rhythmic patters often emerge during gameplay – DDR exploits this directly

Attack patterns in Doom Can you play Donkey Kong with your eyes

closed? Design the control timing to match aural and

visual cues in the game Flying a dragon

The Six Most Important Things to Know 3 – Expressiveness

Humans have a need for self-expression Try to allow players to express themselves Custom player names, clan affiliations, logos,

preset phrases, colors, model type, taunts, salutes, weapons, and chat

The Sims takes this to an extreme, and is one of the key features that led to its success

The Six Most Important Things to Know 4 – Orthogonality

Distinct actions should be kept separately controllable without interfering with each other

On a control pad, the Up and Right buttons are orthogonal, but the Up and Down buttons are not

i.e. “fire” and “dodge” bad, “jump” and “crawl” good

Be sure to map non-orthogonal commands to non-orthogonal control states

The Six Most Important Things to Know 5 – Context

If your control scheme is limited, you may need to have one button do multiple actions based on context

In Hubie, Up will climb when there’s a wall nearby, otherwise Up will jump

Max Payne overloads the “use” key with the “zoom” key when the sniper rifle is equipped

In Eternal Darkness, the B button both shoots the gun and opens doors - problem!

The Six Most Important Things to Know 6 – Fluidity

As games become more complex, it becomes more and more important to keep the interface fluid and natural

How best to implement an item selection screen when the list becomes huge?

Most players like the “flower” layout in The Sims, which would map well to a directional controller

A Fork in the Tale

Released January 1997 Written by Advance Reality Published by AnyRiver Entertainment Distributed by Electronic Arts Hired UI expert Jeff Johnson as consultant to

solve UI design problems reported in playtesting

A Fork in the Tale

First-person FMV game Follows “web” design of a Choose Your Own

Adventure (as opposed to “tree” design) Real-time – icons appear briefly every few

seconds for player to make choice before a default is chosen automatically

The Problem

The symbols for controlling the movie action were much to complex for players

Symbols were non-intuitive, unsystematic, and numerous

Players needed to choose symbol quickly, so there had to be near-instant recognition

The Assignment

Devise a new control scheme Organize and represent protagonist actions Keep the game’s mysteries and puzzles

challenging, but make operating the game as simple as possible

The Initial Analysis

Too many symbols – set into color, shape, and texture categories – over 200 total!

More semantic resolution than necessary – each action situation was different

Similar representation of different actions – hindered recognition of type of action

Flawed implementation – different editors used only symbols they liked, and added more

Requirements/Constraints

Keep clickable action symbols that appear at the bottom of the screen during choice points in the game

All available actions are presented simultaneously

No text 3D look for icons – artistic integrity

First Recommendations

Categorize protagonist actions into six categories: navigate, look, interact, speak, think, memorize

Group into superordinate classes – physical movements and speech/thought actions

Physical actions would be represented by semitransparent icons that “float” over the scene

Speech/thought would be represented by cartoon speech balloons containing a symbol representing specific action

Redesign Physical Actions

Physical Actions Second Generation

Redesign Speech and Thought

12 speech actions: statement, question, accept, refuse, offer help, aggressive/insult, sarcastic, humorous, frustrated/needing help, flatter/praise/thank, grovel/beg/plead, remember

For thought balloons, use a ‘?’ for Question, comedy mask for Humorous, and a shaking fist for Aggressive

Designer preferred common visual theme for speech symbols

Compromise was to use human figures making mime gestures

Initial Sketches

Testing the Icons

Testing the Icons

Speech/Thought Second Generation

Final Icons

The Moral of the Story

Finding the right picture to convey a verbal concept can be very hard. Some verbal concepts are best expressed verbally!

If symbols in a set depict their meanings well, users can discriminate and recognize them even if the set is large

A universal emotion scale may not exist – designs that map color to emotion are risky

The Future of Interface

Lately, we have force feedback technology, steering wheels, flight sticks, Mech suits (sort of), dance pads, fake snowboards, etc.

Better speech recognition and NLP Better speech synthesis, with changes in

tone, rhythm, modulation, and prosody (metrics)

What would you think if a synthetic character wouldn’t make eye contact with you, and repeatedly scratched his nose?

Homework #4

Design a specific interface for your game Visual layout General “button” commands Due Thursday 11/20

Final Project

Due Thursday 12/4

Either:

Instruction manual for a board game, at least equal to the

complexity of Clue. Include board diagram

or:

Design a digital, rule-based structured game. Explain

what you think the emergent properties would be. 3-4

pages

or:

6-8 page Design doc for a story/character based game.

Same restrictions as Homework #3

IGDA meeting

Wednesday, 11/19, 7PM The Larkin, 199 Lark St., Albany (upper

level) Chapter game project and production stages