interface time

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Interface Time Paul Taylor 2010

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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. Good – THE Gameboy. http://www.crunchgear.com/wp-content/pbucket/2gameboy-1.jpg. Wiimotes. - PowerPoint PPT Presentation

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Page 1: Interface Time

Interface Time

Paul Taylor 2010

Page 2: Interface Time

The Interface

As seen by Ed Byrne• Player

• Interface

• Game Core Mechanics

Page 3: Interface Time
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Interlude

• Failures and Triumphs of the Physical Interface

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Good – THE Gameboy

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

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Wiimotes

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

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Light Guns

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

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Now for the Worst...

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

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Cooperative AI

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

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Nintendo Virtual Boy

• 3D in 1995!!!

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

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All in RED

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

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

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Konami Laserscope

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

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Others?

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The Interface from Schell’s perspective

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Breaking down the Interface Layer

• From Byrne we already have:

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Splitting the Interface Further

• We can divide the interface further, so:

• What is the interface? What IS it?

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• Physical Interface– Input– Output

• Virtual Interface– Input– Output

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

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Schell:

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This leaves us with one missing piece

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

more

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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

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Some Examples...

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

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The Adventures of Toasty progresses

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Now because the interface is soo easy...

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

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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

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The Player and the Game

Players Mind

Game World

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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?

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Feedback

• Basketball Nets

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

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Feedback

• Electric Cars

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

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Feedback

• The Unreal 3 Menus

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

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Players expect feedback within 1/10 of a second.

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OnLive and failure

• OnLive!

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

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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

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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

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The Moral of the story:

Feedback is essential

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

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Uncharted

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

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

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

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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!

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

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The first step to creating Juiciness is to understand

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Information Channels

• How many types of information are contained below?

65

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Information Channels

• How many types of information below?

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

Rotation

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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?

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Input Modes

What is an input mode?

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Input Modes

What is an input mode?

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

we are moving to a new mode

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

• Avoid overlapping modes– Ring Ring!

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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

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One process for interface design

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

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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

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The most important Ideas

Break the rules!

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

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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

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The End