10 golden rules for game interface design

Source: Internet
Author: User
Each game requires an interface, although many people tend to consider the design of the main game control, but the rest of the interface is often overlooked. The following will describe the basic interface design and the 5 gold guidelines for VW users, respectively:
First, the basic interface design
Guideline 1: Consistency
The rule seems obvious, but there are still a lot of games that control the way the game changes, and the result of this neglect is to make the player feel angry.
Most importantly, make sure that all menus and Windows operate in the same way. Determine how the player chooses menu options and return to the parent menu, and then keep this method intact throughout the game.
Guideline 2: Minimizing the complexity of operations
Operation complexity refers to the number of secondary actions required to perform the action. For example, clicking "Start" opens the menu is 1 complexity, exiting the game from the main menu is 2 complexity (note: This requires two steps, open the main menu of the game and choose to exit the game).
In general, the implementation of each operation should be kept to a minimum complexity, and all normal operations should be done within 3 complexity. Minimizing the complexity of the operation can make the interface easier to master and faster to navigate, which minimizes the frustration of the player.
The "Dinosaur Hunter 2" Radiation weapons selection is always maintained at about 1 complexity, while the "Golden Eye" linear weapon system increases the operational complexity with the amount of weapons the player has increased.
Guideline 3: Allow non-interactive content to be skipped
You might want players to look at the cut-out animations you've spent a lot of money on, but they may be indifferent to it, or they may have seen hundreds of them, such as animations in the inventory and hard bosses. Provides a way to skip the transitions, but do not use control keys that the player may accidentally encounter.
Guideline 4: Provide customizable options that can be saved
The user should be allowed to change the interface according to their own needs, which is an important part of the interface design. Allows the player to customize all content that does not affect the core gameplay.
If control can be customized, remember to synchronize this change to the secondary action. Take "black and white" as an example, the game allows you to redefine the control of the Movement (note: The default settings with the left mouse button to move), but if you customize the movement control, then you cannot use the left mouse button to jump directly to a special location function.
Also, make sure the player can save all the options. The player does not want to reconfigure the option every time they turn on the game.
Guideline 5: Record content as a file

Even if most players do not read the user manual, they will see the user manual if they have a problem or want to know if their operation is feasible. Excellent documentation reduces the frustration of the player.


Second, the public user interface design

Guideline 1: Learn from what players are familiar with

If an interface style is already well-known, start the design on the basis of this interface. For example, the standard WIMP environment is suitable for use in PC simulation games. If you want to replace it with other types, then this new type is best to be easy to master and better suited to the game than the original.

This rule also applies to Icon design. You can use international logos to quickly understand the content of the interface.

Guideline 2: Use icons to enhance recognition speed and to articulate content with text

Icons allow the player to quickly understand the meaning of this feature. In general, mainstream players are less patient than hard-core players, so make a text description of the icons.

"SSX" is a great example of how the game creates a comfortable interface with both text and icons, and is easy to use.

Guideline 3: Control mode is not overloaded

While minimizing control is a good idea, don't overload your control. In other words, make sure that each control has only one meaning. Jet Set Radio has a beautifully designed interface, but the left trigger on the handle is overloaded, with both the lens control and the spray graffiti using this key. This means that the player cannot move the lens while doodling.

Guideline 4: Shortcuts apply to advanced users only

In the PC game interface design, avoid using the keyboard as the main operating medium (note: The cursor keys on the keyboard and the SPACEBAR can be considered). In the game there should be a simple mouse to achieve the operation of the action. This does not mean that you cannot design keyboard shortcuts, because advanced users will still use these shortcuts, but there are not many popular players who would like to remember a large number of keys before starting to play the game.

In the host game, you can consider providing advanced control mechanisms that allow players to perform certain actions more quickly. Just make sure that these control options are accurately recorded in the user manual.

Guideline 5: Build a learning curve

If you start giving them all the control, you may confused the mainstream players. Players should be introduced gradually to the actions and controls they can use, ideally this process should be done in the main line of the game. However, if this is not possible, players can be encouraged to play the teaching level before starting the game. If your teaching level is interactive enough, players can skip or speed up the teaching level so that the game experience is not affected.

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