Term
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Definition
How the player or user sees the displayed graphics and presentation of the game and communicates with it |
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Term
How can the user interact with the game? |
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Definition
Input devices, on-screen interface, text and messages/verbal commands and responses, timing mechanics (speed indicators and pressure gauges), game controls |
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Term
Give an example of bad UI |
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Definition
A realistic sports game or RPG with hard to remember or understand controls and screen buttons. This frustrates the player from a potentially great game.
Players in the middle of a deeply involved and immersed experience have to stop and read a manual to figure out how to access the needed weapon or what command exits the room |
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Term
When is innovation in game design good? When is it bad? |
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Definition
Innovation at the player's expense--if your design seems harder to the player: bad
Innovation that is harder at first but becomes easier over time and is enjoyable to the player: great |
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Term
What is it a good idea to do when innovating? |
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Definition
Include the default method and include innovation as a bonus method |
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Term
What are the general principles when designing a user interface? |
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Definition
1. Be consistent 2. Give good feedback 3. Remember the player is the one in control 4. Limit the steps required to take an action 5. Permit easy reversal 6. Minimize physical stress 7. Don't strain short term memory 8. Group related controls and feedback mechanisms 9. Provide shortcuts |
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Term
What questions does the player need to know the answers to? |
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Definition
Where am I? What am I actually doing right now? What challenges am I facing? Did my action succeed or fail? Do I have what I need to play successfully? Am I in danger of losing the game? Am I making progress? What should I do next? How did I do? |
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