2
Most read
3
Most read
GAME INTERFACES
Data, Feedback, Channels of Communication
Source material:
Jesse Schell, “Players
Play Games Through an
Interface,” The Art of
Game Design: A Book of
Lenses
GAME INTERFACE
➤ “Interface” can mean many things:
controllers, display device, control
scheme, virtual character, how a
game communicates information
➤ Key concepts from Jesse Schell’s
chapter:
➤ interface data flow
➤ feedback
➤ channels
➤ dimensions
➤ modes
Games Interfaces
INTERFACES: INPUTS & OUTPUTS
➤ Interface is everything between the player and
the game world
➤ Physical input – some way for players to
touch/interact to make changes in game
world
➤ Physical output – some way for player to
see what’s going on in the game world.
GOALS OF AN INTERFACE?
➤ To make players feel in
control of their experience
➤ To communicate information
needed for gameplay
➤ To facilitate feedback – data
flows in a loop between
player and game, round and
round.
➤ Other design considerations:
immersion, accessibility,
thematic/metaphor, balance
and simplicity vs. complexity
THE VIRTUAL INTERFACE
➤ The conceptual layer that exists between the physical input/output
and the game world
➤ Virtual interface has both input elements (virtual menu where
player selects things) and output elements (score display, etc.)
➤ Virtual interface can vary from minimalist and thin to dense,
packed with virtual buttons, sliders, menus, etc.
THE CONCEPT OF INTERFACE MAPPING
➤ Process by which data is mapped onto and through different
interface elements. How the interface elements work
together; how changes to one element affect another.
INTERFACES COMMUNICATE INFORMATION
➤ Jesse Schell: “Choosing how to map game information to
channels and dimensions is the heart of designing your game
interface”
➤ Channel of information: A way of communicating a stream
of data to the player.
➤ Examples: part of the screen (top, bottom, corner), the
avatar, sound effects, music, border, in-game object, etc.
➤ User Interface/Dashboard often includes different channels of
information
➤ Different channels of information will have different
dimensions: quantity, color, shape.
Games Interfaces
INTERFACE MODES & MODE CHANGES
➤ Interface modes are changes in one of the mapping areas. Different modes
map different interface elements
➤ Changing mode will feature/foreground a different mapping of interface
elements. Mode changes are often activated by a specific input (button)
FLORENCE AND USER INTERFACE
FLORENCE AND USER INTERFACE

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Games Interfaces

  • 1. GAME INTERFACES Data, Feedback, Channels of Communication
  • 2. Source material: Jesse Schell, “Players Play Games Through an Interface,” The Art of Game Design: A Book of Lenses
  • 3. GAME INTERFACE ➤ “Interface” can mean many things: controllers, display device, control scheme, virtual character, how a game communicates information ➤ Key concepts from Jesse Schell’s chapter: ➤ interface data flow ➤ feedback ➤ channels ➤ dimensions ➤ modes
  • 5. INTERFACES: INPUTS & OUTPUTS ➤ Interface is everything between the player and the game world ➤ Physical input – some way for players to touch/interact to make changes in game world ➤ Physical output – some way for player to see what’s going on in the game world.
  • 6. GOALS OF AN INTERFACE? ➤ To make players feel in control of their experience ➤ To communicate information needed for gameplay ➤ To facilitate feedback – data flows in a loop between player and game, round and round. ➤ Other design considerations: immersion, accessibility, thematic/metaphor, balance and simplicity vs. complexity
  • 7. THE VIRTUAL INTERFACE ➤ The conceptual layer that exists between the physical input/output and the game world ➤ Virtual interface has both input elements (virtual menu where player selects things) and output elements (score display, etc.) ➤ Virtual interface can vary from minimalist and thin to dense, packed with virtual buttons, sliders, menus, etc.
  • 8. THE CONCEPT OF INTERFACE MAPPING ➤ Process by which data is mapped onto and through different interface elements. How the interface elements work together; how changes to one element affect another.
  • 9. INTERFACES COMMUNICATE INFORMATION ➤ Jesse Schell: “Choosing how to map game information to channels and dimensions is the heart of designing your game interface” ➤ Channel of information: A way of communicating a stream of data to the player. ➤ Examples: part of the screen (top, bottom, corner), the avatar, sound effects, music, border, in-game object, etc. ➤ User Interface/Dashboard often includes different channels of information ➤ Different channels of information will have different dimensions: quantity, color, shape.
  • 11. INTERFACE MODES & MODE CHANGES ➤ Interface modes are changes in one of the mapping areas. Different modes map different interface elements ➤ Changing mode will feature/foreground a different mapping of interface elements. Mode changes are often activated by a specific input (button)
  • 12. FLORENCE AND USER INTERFACE
  • 13. FLORENCE AND USER INTERFACE