FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Player-Centric Interface Design
A game's user interface plays a more complex role than does the UI of most other kinds of programs. Most computer programs are tools, so their interfaces allow the user to enter and create data, to control processes, and to see the results. A video game, on the other hand, exists to entertain and, although its user interface must be easy to learn and use, it doesn't tell the player everything that's happening inside the game, nor does it give the player maximum control over the game. It mediates between the internals and the player, creating an experience for the player that feels to him like gameplay and storytelling.
The player-centric approach taught in this book applies to user interface design, as it does to all aspects of designing a game. Therefore, the discussion is tightly focused on what the player needs to play the game well and how to create as smooth and enjoyable an experience as possible.
Although innovation is a good thing in almost all aspects of game design—theme, game worlds, storytelling, art, sound, and of course gameplay—do not innovate unnecessarily when designing a new interface. This is especially true of button assignments on controllers and keyboards. Over the years, most genres have evolved a practical set of feedback elements and control mechanisms suited to their gameplay. Learn the standard techniques by playing other games in your chosen genre and adopt whichever of them is appropriate for your game. Pay special attention to games that are widely admired as the best of their kind. Their UI probably helped them secure that reputation.
If a standard exists, use it—or as much of it as works with your game. If you force the player to learn an unfamiliar UI when a perfectly good one already exists, you will frustrate him and he will dislike the game no matter what other good qualities it has.
If you do choose to offer a new user interface for a familiar problem, build a tutorial level and playtest it thoroughly with both novice and experienced players. If testing shows that your new system is not a substantial improvement over the traditional approach, go back to what works. Also be sure to allow the player to customize the interface in case he doesn't like it. The section "Allowing for Customization" addresses this further near the end of this chapter.