6.20.2005

The interface challenge

When an interface is done right you don't notice it, but get it wrong and it's blocking your game play. There are two types of interfaces - manual and visual. A visual interface are the menus you toggle through to access play options whereas manual interfaces describe the physical device you use like a controller, bongos as in Donkey Konga or a dance mat as in DDR.

Several games have impressed me by their unique use menus and screens. The best interfaces:
  • Limit the amount of visual clutter on the screen. They present just enough information
  • easily navigated through controller buttons
  • Continue the theme of the game
This last point is key. You want to increase the player's immersiveness in a game. Fewer, well designed visual interfaces can do just that.

I had an idea of combining a stylus with a console controller to allow you to quickly enter commands. I found it particularly challenging in some RPG games to scroll through the oncreen menu to pick a spell I want to use. By adding a stylus, you have the ability to play a spell without leaving your game experience. The controller also features a microphone so you can shout or whisper your spells. In the end our team decided to produce Anima on the Sony PSP and Nintendo DS which to avoid some of the manufacturing costs.

Caption: Concept PS2 Controller with Stylus and Microphone

My manager, Gordon had an even better idea - create a magic wand that you wave in the air. The movements in the air produce the spells. In this case the interface picks up the theme of the game. I thought it was a stellar idea. The objective of most games is to give you a larger than life experience so you get to embed yourself into a character and feel like you are Lifving a game. Good interfaces give you the feeling of control without getting in your way.

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