active menu systems strategy games rpgs pause menus passive huds item interfacing (e.g. resident...

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Interface

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Page 1: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Interface

Page 2: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Interface: The Players Gateway

Page 3: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Manual Interface: The Hardware

Page 4: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Visual Interface Active

• Menu Systems• Strategy Games• RPGs• Pause Menus

Passive• HUDs• Item interfacing

(e.g. Resident Evil Typewriter)

Page 5: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

The Half-Life Experiment:Total Immersion

Page 6: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Visual Interface Components

Character Attributes• Health / Lives• Score• Ammo, etc.• Attributes

Start/Pause screen Map

Page 7: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Genre Specific Elements Action

• The HUD Adventure

• Minimal Menu RPG

• Skill selection • Inventory/Attributes

Sports• Shifting interface

Strategy• Command and Control

Simulation• Realistic data integration

Page 8: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Integration Example: Save Points

Checkpoint Based• CoD 4• Gears of War

Selective • Quick Save / Full Save• Altered Selective

(only in certain areas) Auto-Save

• Time/event based

Page 9: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

The Effect of Platform Computer

• More active menus• More Keyboard Commands

Console• Striped down interface• Command simplicity

Mobile & Arcade • Quickplay focus• Resolution Restrictions

PSP

PS 2

PC

Page 10: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

The Pitfalls Unintuitive Design

• Cryptic Symbols• Improper activity grouping

Steep Learning curve• Overly-complex

control features Cluttered and

Obstructive Interfaces

Page 11: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

Accessibility Disability considerations

• Captions• Keyboard Control

Language & Cognitive • Intuitive graphics• Careful with text

Customization

Page 12: Active Menu Systems Strategy Games RPGs Pause Menus  Passive HUDs Item interfacing  (e.g. Resident Evil Typewriter)

The Console Interface