- A keyboard will allow a user to type on a computer.
- A television remote will allow a user to turn on the TV and change channels.
- Car keys will allow the user to turn on and drive a car.
- Money will allow the user to purchase goods.
- A lighter is an interface to create fire or burn down a building.
- A weapon is an interface for hunting.
- A leash is an interface to walk a dog.
- A magic wand is an interface for magic.
- Headphones are an interface for listening to music.
- The washing machine is an interface for clean clothes
A good interface between a
player and a game is the Xbox controller. It is a good interface because as
Schell (2015) describes, “the goal of an interface is to make players feel in
control of their experience” (p. 254). The Xbox controller allows the user to
feel in control of their experience by providing multiple functions in the one
remote. It offers the two triggers, 4 paddles on the top (2 on each side) and a
joystick control for both thumbs, as well as buttons for the right hand side. This
allows the user to control various functions throughout the game. In this image,
you can see the various buttons and functions for each button within the game Grand
Theft Auto V. It really allows the user
to customize their own experience because they can control their weapon,
aiming, camera view, character selection, movements, and more. Additionally, Schell
(2015) warns, “copying existing physical interfaces is an easy trap to fall
into” (p. 258). With the Xbox Controller, the design is specifically improved upon from
previous controllers to aid in comfort when holding the device as well as streamline the number and placement of buttons.
Give an example of a poor interface between player and game. Explain why it is a poor interface.
For an example of a poor interface between a
player and game, I would like to use my online chess game through Gamecolony as
an example. I personally love the interface with the chat box, player stats,
time box, and movement displays. However, many times, I have tried to make the
window of the game larger and it will not get bigger. The window itself will
get bigger but the chessboard itself stays the same dimension in the upper left corner (see image below). Looking at
Schell’s (2015) “Interface tip #1: Steal,” the chess game through Gamecolony
seems to be just a clone of other chess game interfaces already in the market.
According to Schell (2015) if the game does not offer the user anything new or
exciting it will simply feel like a clone (p. 274). In this case, the
chessboard on Game colony does appear to be a clone. Change can lead to more
change which will morph the interface into something different. For this game,
definitely making the game board resizable would be nice, but maybe also being
able to customize the color of the pieces or the style of the pieces would be
interesting to see and lead toward Schell's goal for interfaces, "to make players seem in control of their experience" (p. 254).
Source: Schell, J.
(2015). The art of game design: A book of lenses. Boca Raton, FL: CRC Press.
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