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Game UI and Control Systems

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Game UI and

Control Systems

the importance of them working together

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Brief History

Many of early games had their interface and UI based around hardware limitations. Another factor was also limiting the gaming industry was experience in designing these systems for these systems. Particularly early designs were built for functionality and not ease of use.

Much of these systems were built using mainframe computers and as such mainly keyboard inputs. Starting around 1971, arcade games faired a little better, being machines specifically designed to be game machines had a bit more leeway instead of being limited by mainframe interface hardware. The control knob allowed for easier and more importantly refined analogue movement when compared the keyboard.

Home computer systems slowly started to have more and more complicated games being used on them, so better control schemes and UI's were needed. Before most mouse input became common, many games used keyboard shortcuts similar to what a mainframe system would do. CRT TVs and monitors were common for home systems. More data would be displayed on screen

particularly with RPG or business style games that necessitated information on screen. They would be more functional over form but easier to navigate when compared to earlier games.

When mouse input started to become more prevalent in home and office, UI and interface systems followed a similar track, with the mouse input going from functional addition to being the main interface utility for games that weren't arcade style or using a joystick/specialised controls. UI in particular changed in focus with more care in how it looks aesthetically and a focus on not giving information overload was beginning to take route.

Console games followed a slightly different tract, as the systems were generally limited to only being tasked to play video games, their UI and control schemes tended to be simple as well. ATARI with their early systems trumpeted simple one button joystick controllers which for most games, sufficient as many games were based around arcade ports or simple platformers. The UI's tended to be simple and just displayed the bare information required and generally weren't too complex.

Nintendo introduced their NES system with their controller with the “D-Pad” helped with player input. Being a more powerful system too it allowed for more complex games which

necessitated a more complex UI. Many console based RPGs made their debut around this period of console gaming and while rough could be easily navigated albeit not in the most efficient manner.

Generally from this period onward as the systems got more powerful the games became more complex, the UI's and control schemes caught up with adding more buttons, until we reach today's standard Playstation/XBox setups and Nintendo's successful experiments with the Wii and their DS systems, using touch and motion controls.

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Genre focus

In order to understand how important it is to get your UI and control system working together it is useful to look at two genre's specifically in order to see why they work. Sometimes genre's can cross and mix, necessitating a new or hybrid control system but they tend to be the exception to their genre's in regards to the UI and control scheme.

RPG games

RPGs generally have a a few varied UI control schemes based off a few factors. Most however can generally be split into direct and indirect systems.

Direct system RPGS tend to be real time action based experiences. Stats, inventory, health, mana (if available) and experience points are supplemented by the players reflexes. Much of these

systems tend to have a control and UI layout that, like most Direct system UI/control schemes, have only the most important information on screen. These tend to have the controller setup so there is an option to change items on the fly and use/selection of these items are reflected instantly on screen. Anything that cannot be looked or accessed at a glance tends to be behind a sub system menu that usually can be accessed easily and allow for players to use and usually navigate at their leisure.

Indirect system RPGS tend to be a little more slower paced, allowing the player to choose and interact in their own time, or not have to rely so much on reflexes and timing, usually being turn based. In these systems the UI / Control scheme tends to be more menu or “layered onion” based where they tend to have menu systems, or some with quick selection options. They also tend to be abstract where the player in one step removed from their player character or characters.

Strategy Games

As with RPG games, this genre has a few different standard setups however, with a few exceptions are generally exclusively indirect based systems.

RTS style strategy games tend to be fast paced, requiring the need to select units for various tasks while having to micromanage whatever else is happening at the time. The UI control schemes are generally responsive and with a not to direct style systems, only have important information on the screen at the time. Generally while possible, it is considered a poor choice to use a controller on this type of game, a mouse is usually the recommended control device to build these games with. Next best solutions after that are a direct input device (Wiimote, trackball) or a touch screen.

Turn based strategy games are more laid back and tend to display more information on the UI. Being the nature of turn based, the control scheme is slightly more complicated as the player has more time to think out “each turn.”

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Game Focus

Dark Souls is an example of a direct based RPG game. The game is mainly based around a console UI / control scheme so the menus tend to take this into account. The system seems

intuitive, as accessing UI elements and navigating around them makes sense and is easily done. The game also makes good use of the controller in this regard as only so many inputs can be done on it, with movement and input tailored towards its use.

Unfortunately this game is also a good example of how not to setup your UI / control system when looking at the PC port of the game. If the player's only control available is the mouse and keyboard, (or to a very minor degree, a non xbox360 style controller), the UI control scheme falls flat. The mouse and keyboard control handles poorly and learning them with the UI is equally frustrating. The game's hints and menus only show how to select items using the standard Xbox360 controller inputs, leading to confusion until the player figures out what to do. Menu Layout is also poor with mouse being used to select items or options limited at best. Looking at videos I did to a live audience this becomes quickly apparent. Overall this leads to an even more frustrating game experience there the player is fighting the UI / control scheme more than the monsters in an already difficult game.

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XCOM:Enemy Unknown is an example of a turn based strategy game. Being a remake of an older game of the same name, it had a lot to live up to. Compared to its progenitor the UI is much simpler and streamlined having gone down from its various options to just move, shoot and special abilities if any. While this approach lacks some of the tactical flexibility of the original, it does make the UI easy to understand and navigate. Due to both PC and console UI / control schemes being thought out properly every UI element on the screen displays the key/button to interact with it, making it easy to pick up and play. Using this system, moving soldiers feels fluid and seamless. Overall result ends up with the player able to get down quickly to defending the earth from aliens.

The games UI/ control scheme isn’t without its flaws however but they are minor, where the occasional input is mapped to 2 things at once and the controller being slower to input commands. These issues are negligible as they do not really distract the player, if at all, from the game play.

If you wish to see this research in action please see the available videos with the submission or the links on leagueofdigitaladventurersandexplorers.wordpress.com under the research category.

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Prototype Stage

Using the research I have made, I came up with a few guidelines that should always be taken into account when designing a UI / control scheme.

1. Think about the platform/s your game is going to be used on.

Is the game going to be console, PC, tablet or mobile based? Perhaps it will be used on multiple systems and would they end up sharing common elements OR have to be fully tailored to each system specifically.

2. Will you be using an indirect or direct style control scheme.

This will largely be determined by the style of game you are making. Neither way is better than the other but will influence the style and feel of the game.

3. Make your scheme simple but be wary of oversimplifying.

In most cases simple is better, you want the system to require as little input or

information as needed so you won't slow down the player unessesarily with unneeded menus or button inputs. Similarly you do not want to overload the player with too much information at once. Just simply ask, does the player need this or can we do the same thing with less inputs.

That being said oversimplifying is just as bad as it can lead to a lack of information or even interactivity. As above when asking the question of does the player need this or can we do the same thing with less inputs? Be prepared to say, yes because of X reason/feature.

4. Does it make sense ?

Can the player navigate it easily? Is all the information needed there? Is an ability in a spot that isn't buried under more menus/button presses than it should be. IS THE SYSTEM READABLE ON THE SCREEN?

5. Will it be customisable?

As simple as, can the player rebind their input to their preferences or change text size to as far as them being able to completely redesign it within set limitations.

6. Test it

Self explanatory, try the system out to see if it works. Note where it doesn't, note where it doesn't. Go back and refine it from step 3. Repeat until it works well or an acceptable compromise has been made.

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Following these steps I came up with the example below for a direct control based RPG style game, based around using a controller. As you can see everything is set out, easy to read and navigate through. Taking a cue from XCOM: Enemy Unknown, button commands are shown to help navigate easily and quickly through the menu or interact with the world.

General layout

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Prompt to leave level

If you wish to see this prototype in action please see the available videos with the prototype example or the links on leagueofdigitaladventurersandexplorers.wordpress.com under the research category.

Following the above tips and information, you should be able to understand the importance of making sure UI and control systems should work with each other. Hopefully this will help you when designing games in the future.

References

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