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Interface Time Paul Taylor 2010

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Page 1: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Interface Time

Paul Taylor 2010

Page 2: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The Interface

As seen by Ed Byrne• Player

• Interface

• Game Core Mechanics

Page 3: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics
Page 4: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Interlude

• Failures and Triumphs of the Physical Interface

Page 5: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Good – THE Gameboy

http://www.crunchgear.com/wp-content/pbucket/2gameboy-1.jpg

Page 6: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Wiimotes

http://www.crunchgear.com/wp-content/pbucket/1wiimote.jpg

Page 7: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Light Guns

http://www.crunchgear.com/wp-content/pbucket/5lightgun1.jpg

Page 8: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Now for the Worst...

Page 9: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

http://www.crunchgear.com/wp-content/pbucket/powerglove.jpg

Page 10: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Cooperative AI

http://gamefury.net/wp-content/uploads/2010/01/Sloth-150x150.jpg

Page 11: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Nintendo Virtual Boy

• 3D in 1995!!!

http://retrothing.typepad.com/photos/uncategorized/virtualboy.jpg

Page 12: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

All in RED

http://retrothing.typepad.com/photos/uncategorized/mariored.jpg

Page 13: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

http://www.joystickdivision.com/motivational-rob-490.jpg

Page 14: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Konami Laserscope

http://www.joystickdivision.com/konami-laser-scope-l.jpg

Page 15: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Others?

Page 16: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The Interface from Schell’s perspective

Page 17: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Breaking down the Interface Layer

• From Byrne we already have:

Page 18: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Splitting the Interface Further

• We can divide the interface further, so:

• What is the interface? What IS it?

Page 19: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

• Physical Interface– Input– Output

• Virtual Interface– Input– Output

• Don’t forget the I/O of your game world!

Page 20: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Schell:

Page 21: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

This leaves us with one missing piece

• Mapping!– How does everything relate to everything else?– We need to convert those arrows into something

more

Page 22: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Looking at the interface connections

1. Physical Input World2. World Physical Output3. Physical Input Virtual Interface4. Virtual Interface World5. World Virtual Interface6. Virtual Interface Physical Output

Page 23: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Some Examples...

Moving the characterWhat part of the world is visibleMenus, pop-ups, selectionsStats, scores, mode changesData, format, layout, presentationThe health bars of enemies

Page 24: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The Adventures of Toasty progresses

Page 25: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Now because the interface is soo easy...

• What happens to the player when the interface is perfect?

Page 26: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Projections of Consciousness

• The player can forget the interface and project their consciousness into the game.– The player’s mind exists within the game– So where does the game world exist?

• This is a complex part of the suspension of disbelief and immersion factor

Page 27: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The Player and the Game

Players Mind

Game World

Page 28: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Interaction Loops

• Information flows from the player to the game and back to the player

• This is a cycle that continues throughout the game

• How fast does this cycle need to be?

Page 29: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Feedback

• Basketball Nets

http://www.aessports.com/images/b_bbnet_144_w.jpg

Page 30: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Feedback

• Electric Cars

http://www.blavish.com/wp-content/uploads/2007/07/ferrari-electric-car-7-12-07.jpg

Page 31: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Feedback

• The Unreal 3 Menus

http://www.worldofpwnage.com/wp-content/uploads/2009/03/ut3-menu.png

Page 32: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Players expect feedback within 1/10 of a second.

Page 33: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

OnLive and failure

• OnLive!

• http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article

Page 34: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Burnout Paradise 67ms BioShock (frame-locked) 133ms BioShock (unlocked) as low as 67ms Call of Duty 4: Modern Warfare 67ms-84ms Call of Duty: World at War 67ms-100ms Call of Juarez: Bound in Blood 100ms Forza Motorsport 2 67ms Geometry Wars 2 67ms Guitar Hero: Aerosmith 67ms

Page 35: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Grand Theft Auto IV 133ms-200ms Halo 3 100ms-150ms Left 4 Dead 100ms-133ms LEGO Batman 133ms Mirror's Edge 133ms Street Fighter IV 67ms Soul Calibur IV 67ms-84ms Unreal Tournament 3 100ms-133ms X-Men Origins: Wolverine 133ms

Page 36: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The Moral of the story:

Feedback is essential

As soon as you can you must give the player some feedback!

Page 37: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Uncharted

http://www.zath.co.uk/wp-content/uploads/2010/01/uncharted-2-among-thieves-roof-jump-screenshot.jpg

Page 38: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

http://blog.fatcow.com/wp-content/uploads/2010/04/Juicy-Orange.jpg.jpg

Page 39: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

http://0.tqn.com/d/xbox/1/0/v/F/vivapinata1.jpg

Page 40: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Juicy Interfaces

• For everything you do you get a heap of results

• Avoiding a dry interface is a good step• Making it juicy is awesome!– Pinball machines are juicy!

Page 41: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Viva Piñatahttp://gry.o2.pl/upload/files/e32006_p2_Viva-Pinata.jpg

Page 42: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The first step to creating Juiciness is to understand

Page 43: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Information Channels

• How many types of information are contained below?

65

Page 44: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Information Channels

• How many types of information below?

65Number, Size, Font, Colour, Position, W i d t h , Height, Transparency,

Rotation

Page 45: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Information Channels and Dimensionality

• This is your chance to slip in a little more feedback!

• For each feedback element think about:– What is the primary dimension?– What other information can my feedback carry?– Will it be obvious to player?• Does it need to be?

Page 46: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Input Modes

What is an input mode?

Page 47: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Input Modes

What is an input mode?

Page 48: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Whenever we change the mapping of one or more of the arrows in the interface diagram

we are moving to a new mode

Page 49: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

How best to design modes• Use as few as possible (reasonably)– Remember the GTA4 controls?

• Avoid overlapping modes– Ring Ring!

Page 50: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

How best to design modes

• Make sure the player knows what mode they are in– Visually• Change the HUD• Change the Avatar• Change the screen data• Change the perspective

– Sound– Force Feedback

Page 51: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

One process for interface design

• List and Prioritise Information• List channels• Map information to channels• Review Dimensional use

Page 52: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

Closing Ideas• Adding more isn’t always making things better• Steal Ideas (the term is ‘inspired by xxx’)– Customise

• Sound maps to touch in life– Why do we have a pinkie?

• Balance Options and Simplicity• Use Metaphors as feedback when needed– Perhaps an action takes time to happen

Page 53: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The most important Ideas

Break the rules!

If you don’t like how it ‘is done’ in the genre fix the problem!

Page 54: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

RE5 and Racism

http://www.gamasutra.com/view/feature/6035/games_with_the_power_to_offend_.phpMovie:- Idiocracy a must see! It applies to this!

http://lawofthegame.blogspot.com/2007/08/resident-evil-5-racism-issue.html

Page 56: Interface Time Paul Taylor 2010. The Interface As seen by Ed Byrne Player Interface Game Core Mechanics

The End