Players Play Games Through an Interface
The "interface" is the point of tangency between the player and the game - the computer screen, the keyboard, and the controller. The interface accepts input from the player and provides feedback to the player.
It's a critical element, and the goal of the game is to make the interface as invisible as possible - such that the player is not distracted by the interface, but places their primary focus on the game.
The failure of interface is when it becomes intrusive or adds complexity: the user fails at the game because they cannot figure out which button to press on the controller.
In designing the interface, response time is critical. It is estimated that the player expects some kind of response within a tenth of a second, or they begin to assume that the interface is defective. For example, elevator buttons that "light" when pressed give the user confidence that their action has been received and understood and the display of the elevator's progress indicates that the machine is acting on their instruction.
Beyond the physical device, an "interface" also comprises the game screen, which often shows additional information (your score, player name, a chat window, etc.) outside of the area where the game is being played.
Suggestion for interface design:
- List all information that the player will be presented and prioritize it according to its importance
- List the "channels" available (positions on the screen, the avatar, sound, etc.)
- map the information to the channels (is the player's health best shown at the bottom of the screen or as a thermometer bar beside his character, or in the color of his avatar, etc.)
- For visual elements, consider the dimensions tou will need (how much real estate on screen)
In some instances, interface "modes" can be used - for example, the screen may look one way when managing inventory, another way when wandering through town, another way when managing skills and inventory, etc. This may be a full screen replacement, or it may mean there are various dialogs on screen.
More random tips for interface design:
- Steal ideas - especially if you are making a game that fits a genre (FPS), there are common elements you can borrow from other games of the same type, and users won't have to learn a new./different approach for your game
- Adapt ideas - Slightly different than a direct rip-off is taking something from another game and adapting it for yours
- Keep in theme - a medieval fantasy game should not have an interface with a sci-fi look and feel.
- Use sound - When designing games, audio feedback is important. When the user clicks a switch, play a sound as well as altering the image.
- Enable the user to show/hide parts of the interface
- Test and adapt - create multiple versions of the interface and test them to see which makes the most sense to players
- Consider the rules, and when to break them - on some gaming systems, ther are conventions (button A is for shoot, button B is for jump) you should generally stick to that, though there may be instances in which you'd want to violate it (if there is no shooting, why not make either button work as "jump" in your game?)