Interfaces: Good, bad, or who cares?
by SR · in General Discussion · 06/24/2001 (7:32 am) · 5 replies
In a recent thread some discussion was made about game interfaces, and how important they are to the whole game experience. To clarify a point, by interface I mean how the user interacts with the game, not just the menu system. This includes such issues as how the user issues commands, recieves feedback, and manipulates the game world.
Interface design is in the domain of HCI, or human-computer interaction. It's a diverse field, covering everything from human psychology and physiology, to problem-domain analysis and software design. It strives to provide criteria for designing and evaluation computer interfaces, making it easier for users to make the computer do what they want it to. The success of most applications hinges on how good the interface is: if the user can't make it work, it's not much use to them.
Question:
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I ask then, how important do you think interface design is to games? Can a good game survive with a crappy interface? And what do you think of most game interfaces? Specific examples would be helpful. Remember, by interface I mean every aspect of how the user interacts with the game, not just the menu system. Any/all genre of games welcome.
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As an example, look at how we interact with 3d worlds currently: the only way to pick up an object in most first-person games is to literally bump into it. If it's on a table, then we have to jump onto the table before we can pick it up. If it's in a box, we have to jump into the box. This is something most gamers have just come to expect, but for the other 99% of the world this is just plain rediculous. I won't even get into what I think of most menu systems ;)
Interface design is in the domain of HCI, or human-computer interaction. It's a diverse field, covering everything from human psychology and physiology, to problem-domain analysis and software design. It strives to provide criteria for designing and evaluation computer interfaces, making it easier for users to make the computer do what they want it to. The success of most applications hinges on how good the interface is: if the user can't make it work, it's not much use to them.
Question:
==========
I ask then, how important do you think interface design is to games? Can a good game survive with a crappy interface? And what do you think of most game interfaces? Specific examples would be helpful. Remember, by interface I mean every aspect of how the user interacts with the game, not just the menu system. Any/all genre of games welcome.
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As an example, look at how we interact with 3d worlds currently: the only way to pick up an object in most first-person games is to literally bump into it. If it's on a table, then we have to jump onto the table before we can pick it up. If it's in a box, we have to jump into the box. This is something most gamers have just come to expect, but for the other 99% of the world this is just plain rediculous. I won't even get into what I think of most menu systems ;)
#2
It can be the smallest things that stop you from wanting to play a game. If the interface is bugging, then I never feel as motivated to play the game. And if the interface really sucks, then I usually just can't be bothered to play the game.
The best interface, is the one you don't notice. When everything feels natural, and you can just play the game without thinking about where your hands need to be. If you constantly have to think about what you're doing with the controls, then it takes something away from the game.
A good interface can really help with immersion.
06/24/2001 (10:14 am)
Although a good game is a good game whatever the interface, it's much nicer to have a good interface, then to have to fight the interface everytime you play.It can be the smallest things that stop you from wanting to play a game. If the interface is bugging, then I never feel as motivated to play the game. And if the interface really sucks, then I usually just can't be bothered to play the game.
The best interface, is the one you don't notice. When everything feels natural, and you can just play the game without thinking about where your hands need to be. If you constantly have to think about what you're doing with the controls, then it takes something away from the game.
A good interface can really help with immersion.
#3
The only interface I've really hated was the one for Battlecruiser 3000AD (I think that's the name). I had to read the manual to understand it, and kept referring back... Eventually I just gave up and went back to the old, understood games.
06/24/2001 (11:13 pm)
I find that an interface that follows with what most other games use is easiest for me... I don't want to learn a new interface every time I play a game. The interface doesn't have to make logical sense, so long as I can intuitively pick it up from past experiences.The only interface I've really hated was the one for Battlecruiser 3000AD (I think that's the name). I had to read the manual to understand it, and kept referring back... Eventually I just gave up and went back to the old, understood games.
#4
William: Long time no discuss. How's your website going? You bring up another good aspect of interfaces: they shouldn't get in the way. Having to look for the right key definately breaks immersion. Any examples of really good/really bad ones?
Andrew: Yes, drawing off previous user experience is a good point as well. FPS's were must easier after the first couple, and people got used to ASDF/mouselook (though I think Tribes2 has it right with ESDF instead). A radically different interface will just confuse users. I think that any interface which needs a manual is also in desperate need of rethinking.
Good stuff, guys.
PS. For those who noticed, yes I am going back over a lot of my old threads. Trying to keep things interesting around here, you know.
07/05/2001 (10:02 pm)
Clint: Customizablity is definately a feature of a good interface, but not the only one. Some things do come down to personal preference, but a lot also has to do with other elements such as psychology, physiology, and what tasks the interface allows, and how easy & accessibile those tasks are to do. But yes, flexibility is good, such as keyboard/mouse mapping. Although I personally wonder if it would be all that neccessary if you could come up with really good layout to begin with. Something to think about.William: Long time no discuss. How's your website going? You bring up another good aspect of interfaces: they shouldn't get in the way. Having to look for the right key definately breaks immersion. Any examples of really good/really bad ones?
Andrew: Yes, drawing off previous user experience is a good point as well. FPS's were must easier after the first couple, and people got used to ASDF/mouselook (though I think Tribes2 has it right with ESDF instead). A radically different interface will just confuse users. I think that any interface which needs a manual is also in desperate need of rethinking.
Good stuff, guys.
PS. For those who noticed, yes I am going back over a lot of my old threads. Trying to keep things interesting around here, you know.
#5
A large part of some interfaces is just the look and feel, if you can draw the eye to the right spot, it all becomes easy for the player...
07/07/2001 (1:25 am)
No matter how well you design the interface, someone is going to want to use different keys. You need customisability (sp?) or some people just won't bother.A large part of some interfaces is just the look and feel, if you can draw the eye to the right spot, it all becomes easy for the player...
Clint Gallon