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Category: Game Development
Game UI (User interface) design thread

I'd like to discus user interfaces within games, this is NOT specific to any one game, but in general. List what you like dislike what could be improved. If you want to give an example feel free to list that game, but this is for over all feedback from a users point of view for the developer.

I don't like having to learn what 50 cryptic icons mean in order to play a game. At the least, control tip "help" baloon options are called for.

I really dislike games that go overboard on there UI, where they keep adding a ton of "extras". I much prefer the easy clean interfaces. Or if there are a couple different ones then that is good as you could pick and choose.

Dislikes:
- I hate it when there are buttons on the UI but you have no idea what they do because there is no tool tips for them.
- I hate interfaces that are all 3d where nothing about them is simple. Stick to being easy to use it's makes the gamming much more fun.

I'll post more when I think of them.

Things that annoy me:
-user interfaces that take up more then 1/10 of the screen.
-having to go through like 5 menus just to find out what key is jump
-keys that don't make anysence. and arnt ergonomically set up.

Things that are good:
-one key access to important things like controls, save, exit, jump ;)
-being able to get rid of the stuff on the screen (like in a flying game, the radar, or list of guns, sheilds)(like freelancer, u can make the enemy thingy shrink its great)


that's all for now folks

Optimus Keyboard (http://www.artlebedev.com/portfolio/optimus/) is where I believe serious gamers will go in the next year or so, in order that they can reconfig their keybaord for each profile/game. Muscle memory has a lot to do with 'solo' gamers like 1100 hours clocked up on counterstrike/quake, but for those who switch regulalry between games, keyboard reconfig will become an issue ... plus you can attach graphics to keys, I like that :p

jafet agrees: But how much is it gonna empty your wallet?From their answers page (http://www.artlebedev.com/portfolio/optimus/answers/): "It will cost less than a good mobile phone."

So around $200 I'm guessing.

I can't wait till this thing comes out. I seriously thought of this idea on my own two weeks before they announced this last summer. Damn Russians stole my idea. :rolleyes:

Keep it simple AND organized. my favorite RTS of all time which I no longer play anymore (I don't play any games nowadays) is Warcraft II.

http://www.vollversion.de/bilder/883_2_full.jpg

An example of beautiful simplicity.

Keep it simple AND organized. my favorite RTS of all time which I no longer play anymore (I don't play any games nowadays) is Warcraft II.

http://www.vollversion.de/bilder/883_2_full.jpg

An example of beautiful simplicity. Ya that was a good game, I think Starcraft matches up with in as far as interfaces go.

I quite like the moves some games are making to remove the UI from the screen altogether, or at least the HUD. Games like "The Getaway" where the character bleeds and limps when he's injured, and cars indicate the direction you're meant to be heading.

I think simple is best, and removing layers of complexity wherever possible is always good. Games like "Hitman" where they simply don't include a jump key (because he will contextually jump if the situation calls for it, and precision platform hopping isn't the point of the game) impress me.

In terms of GUIs and HUDs, they shouldn't be too cryptic, any icon based buttons should have tooltips and there shouldn't be as few buttons as are necessary. I like simple access to the gameplay challenges, not for the UI to become the gameplay challenge.

I really like the UI of Half-Life 2, you see a easy to use and straight forward menu with a beautiful living background ... and it is very clean :cool:

I really like the UI of Half-Life 2, you see a easy to use and straight forward menu with a beautiful living background ... and it is very clean :cool: Ya that's not bad, I just don't like it when a game uses a heavy duty image or video click as the backgroud, that makes everything go slow (I'm thinking oblivion).

What are some of the coolest map UI's you have seen in games. I am trying to get inspired to create a new map UI that isn't like Googleearth's and wanted to see what some of your favs are!

something that utilises a 5 button mouse would be cool
click button + wheel, etc etc

Hi Guys,
It seems there hasn’t been activity on this thread for some years, so I’ll try and start it up again.
What practically everybody agrees upon is that too much and useless information annoys the player. So what’s left? Let’s take health as example, where would you put it?
There are 3 possibilities: HUD (head-up display), integrate into the ‘world’ or remove it.

First there is the HUD, an example would be Assassins Creed where the health is constantly displayed at top left corner. It’s an element that’s not in your way when you’re playing but its relative far away. Then there is integration into the world, a beautiful example is Dead Space 3 where the health bar is displayed through the backpack of the character. The info is within direct eyesight but it’s not at an exact position.
Lastly there is no bar, the concept is that when health is critical the screen appears more bloody (more red). Most FPS games use this concept for example Resistance: Fall of Men 2.

So which is best?
It doesn’t matter actually according to this study1, as long the screen isn’t too crowded and the player knows were its located or is indicated does not affect gameplay. Immersion is not affect by any UI or menu as long as the element is useful and or necessary.

And how about UX (user experience)?
Certain elements can influence the UX, for example the mini map in Assassins creed. Some can’t play without it, some would say getting lost is part of the gameplay.
Turning elements like this off would result in different gameplay and not difficulty. It forces you to be more aware of the world and would increase realism but yet again would not influence immersion.

Whoever is reading this, let me know what you think.


the study can be found here: Do Players Prefer Integrated User Interfaces?

Games have their own 'followers' because of the UX they provide, certainly allowing a 'follower' to configure their own UX would be a good idea, but I'm guessing it would need to follow some form of 'standard' ... a standards library for developers to tap into perhaps .. now, the nitty gritty, who maintains it? who's responsible for testing, who's paying for it, and when the brown stuff hits the roating air extraction device, who's carrying the can ...

I use the term 'follower' rather than gamer or player, because I consider those people to be part of the set of people who play games, albeit solitaire, freecell, battlefield 4 or whatever your fancy ... also thinking about player in the sense of Leisure Suit Larry .. almost

My prediction in 2006 (sold out, guessing he got rid of both) doesn't put me in league with Nostradamus, but the latest version Optimus Popularis (http://store.artlebedev.com/electronics/optimus-popularis/) is only ~$2500 - what phone costs 2500 phucking dollars ... [bemused]

Patents pending, they're costly, but why bother applying for patents if you're only going to make a limited run ... that's concept art that is ...

Thanks for reviving the thread.

We have a question regarding external interfaces and overall UX.

would any of you be interested in integrating Kinect Wii functionality into the UX?

We are working on a new affordable open source, camera-based control system compatible with PC, Android and iOS.
The webcam enables use of a toy controller designed like a gun, sword, bow etc.

No implementation is required by game developers, the only thing needed is for gamers to install an app that transfers input commands from the controller through the camera back through the standard input mouse and keyboard channels.

Would be great to hear any ideas or comments you may have on this, is anyone developing a game where they think this could be beneficial? We thought this could work particularly well for sword-based game play and first person shooters.

Any interest in this? Really appreciate your input:)

Thanks for reviving the thread.

We have a question regarding external interfaces and overall UX.

would any of you be interested in integrating Kinect Wii functionality into the UX?

We are working on a new affordable open source, camera-based control system compatible with PC, Android and iOS.
The webcam enables use of a toy controller designed like a gun, sword, bow etc.

No implementation is required by game developers, the only thing needed is for gamers to install an app that transfers input commands from the controller through the camera back through the standard input mouse and keyboard channels.

Would be great to hear any ideas or comments you may have on this, is anyone developing a game where they think this could be beneficial? We thought this could work particularly well for sword-based game play and first person shooters.

Any interest in this? Really appreciate your input:)

An interesting concept, if I'm not mistaken you would like to link certain player movements to a button. For example stretching your left arm would be linked to left mouse click or something.

First, all games using the kinect use specific gestures for the best UX possible. Mapping all of them could cause wrong readings, two gestures that resemble each other but are totaly different. Or perhaps there are to few buttons. I'm not 100% certain of this but helped making a game for kinect and our greatest concern where the different gestures, they should be 'real' but easy to readout.
If you where to use this library of controls the logical thing to do is to look for a gesture that closely resembles what you want, the less this resembles the lower the quality will be.

Long story short the idea would certainly be interesting for developpers. but I suggest to map most basic and most used gestures and leaf buttons open for custom gestures.










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