Do Games Know The Secret Of UI? 256
A reader writes "There is a nice interview at the BBC talking about how computer games are the ones pushing the envelope. Particularly interesting is it doesn't just deal with the tech aspects, but goes into the user interface aspect as well." Having conversed with her on a number of occasions, I can attest to JC being smart. Good interview.
Kernel Panic (Score:1)
The game is in the UI (Score:2)
Part of the challenge of the game was figuring out the UI. :)
Re:The game is in the UI (Score:1)
Re:The game is in the UI (Score:1)
Slacker extrodinaire? (Score:2)
GeneralKael -- Slacker Extraordinaire
Real slackers never RTFM.
C-X C-S
Re:The game is in the UI (Score:2)
Re:The game is in the UI (Score:2)
Your BBC links (Score:2, Insightful)
You know, just about every damn time I try to connect to the BBC site via slashdot (including with this story) it doesn't work. There appears to be something REALLY dicked about a lot of DNS servers. I suggest that from now on, instead of linking to the bbc URL you guys use the IP address, which always works.
MOST of the time the BBC url is broken and gives an IMMEDIATE "unknown host" message. Type in the IP and viola! Instant connection.
Re:Your BBC links (Score:3, Funny)
I suggest that from now on, instead of linking to the bbc URL you guys use the IP address, which always works.
You aren't the guy who wrote Code Red I, are you? Keep in mind ./ stories are archived, so if an IP changes after some time, boom, the link is dead.
Now, the DNS thing: sometimes adding a "www" after the "http://" does the trick for me (not with BBC but with a few other sites). I think this is easier than figuring out and typing an IP.
From Experience... (Score:5, Insightful)
It seems that people want something different when playing a game. They don't want just their standard operating system look, they want fullscreen fancy eyecandy, even when that's not the nicest option.
You can even see this in game editors -- AFAIK, WorldCraft is the only editor even close to the standard OS style...
Whether it's because the whole screen should look SciFi / Fantasy / Whatever, or simply because users want something different, game interfaces have to be different from usual programs.
Re:From Experience... (Score:2)
Re:From Experience... (Score:3, Interesting)
I beleive the same principle is involved with a game's UI, after all the whole point of a game is that you aren't doing something normal like using a spreadsheet, your running around a castle shooting hell knights. It shouldn't look anything like using a spreadsheet.
Re:From Experience... (Score:3, Funny)
Yes, but a search and replace feature would be useful sometimes.
Re:From Experience... (Score:2, Interesting)
For me it's pretty simple: in addition to all the usual interface constraints, a game interface should help put me in the game world. The Freespace series did a pretty good job of it, with launcher screen, configuration options, keybindings, etc. all looking similar to each other and to, say, the mission briefing screen. The look was consistent and designed to feel like a part of the game world.
Now consider, say, Terminus, which features menu screens that look like a bad Smalltalk implementation crossed with ncurses. Garish colours and all, it just doesn't quite fit the universe. But it's not as bad as...
X:Beyond the Frontier does everything through a Windows dialog box. To change the configuration, you're thrown out of the fullscreen and play with standard Windows widgets. Not only do you lose association with the universe, you're given a very strong association with this universe, and Windows, and a whole bunch of other things.
Granted: it's a fair bit of work for both the artists and the programmers to design a "pretty" interface. But it does serve a purpose, and awfully nice when they can do it.
games aren't the only thing that uses 100% CPU. (Score:3, Insightful)
this really has little to do w/UI. It has to do w/what she feels is important in the industry at this time (cell phones that are connected).
It's true that games love faster CPUs but it is also true that it is probably possible to make much faster/better games in the standard constraints that we already have but people don't care to do that anymore (remember 64k games that looked cool as hell or even 4mb games?)
Sending your picture in front of the Eiffel tower to your kids on your cell phone is less important than decreasing the bloat!
Re:games aren't the only thing that uses 100% CPU. (Score:2)
So even though games are playable on a z80 (yes, there is at least one 3d engine on a ti86 calculator), there isn't the same splat effect.
Re:games aren't the only thing that uses 100% CPU. (Score:4, Insightful)
The way I see it, is that while games push the envelope, faster processors make new kinds of applications available and the interest in those applications also help people want faster computers.
We all use word-processors and spread-sheets but there also a lot of people who also want to be creative with their computers.
Re:games aren't the only thing that uses 100% CPU. (Score:2)
IIRC, the size of the QuakeIII engine is only a couple meg, and the data files are some 400 meg.
The only way in this case to reduce so-called "bloat" is to sacrifice quality of models, textures, effects, etc.
Sure, oldskool games are tons of fun, but why should modern game developers be encouraged to use artificial constraints?
Games are for fun - visual quality and playability are much more important than efficiency.
Sending your picture in front of the Eiffel tower to your kids on your cell phone is less important than decreasing the bloat!
Maybe to you, but the average consumer cares more about gadgets (like cameras) than knowing the firmware on their phone takes only 4k.
C-X C-S
Re:games aren't the only thing that uses 100% CPU. (Score:2)
"I can attest to JC being smart" (Score:5, Funny)
Re:"I can attest to JC being smart" (Score:1)
Re:"I can attest to JC being smart" (Score:2, Funny)
Re:"I can attest to JC being smart" (Score:2)
Nothing pushes a computer like games. (Score:3, Insightful)
*sigh* This is what I tried to tell my uncle last weekend when he shelled out way too much money for a 1.4 GHz P4 with a Geforce2 and 128 megs of RAM to run Microsoft Windows/Office. He believes buying a top of the line system now will save him from having to buy another one in a couple years. Ha! Good luck. Lusers just won't listen.
Re:Nothing pushes a computer like games. (Score:2)
Having 128 meg of ram won't prevent him from having to buy a new machine tomorrow if he wants to run office well
Re:Nothing pushes a computer like games. (Score:2)
There is no need for a huge powerhouse PC for almost all non-game, non-DVD home applications to run quite nicely
That "huge powerhouse" he described is the lowest-end new machine you can buy. Try to buy a new machine like yours -- you'll be paying MORE, because the parts are antique and aren't stocked in many places.
Re:Nothing pushes a computer like games. (Score:3, Informative)
The first question I always asked was "What do you want to do with your computer." This gave me a starting point. If it was gaming, the machine was always a more powerful machine than the folks who were looking to do word processing and internet access (we're talking mid-90's here).
I remember one guy being quite shy about saying that he wanted to play games, I had to admit that I did a lot of gaming before he would. As a result he ended up being very happy with his machine, and as I recall, he didn't have to put a dime into that machine for over a year!
This isn't technically true... (Score:5, Insightful)
And besides, there's more to a computer than just the processor and graphics card. I've got a three-year-old PowerMac clone sitting at home, and I can't hardly use it for anything new. It does its job fine, but all its hardware is legacy -- DIMMs, SCSI, and serial ports while everything else is moving to SDRAM, FireWire, and USB. This phenomenon exists in the PC world as well, just to a lesser degree. If I want to upgrade my machine, it's ironic that it will cost me more money than if I had a brand-new one with USB and SDRAM on the motherboard.
In other words, then: it also costs me more to make my machine compatible with a Palm handheld, a digital camera, a joystick, or a new printer, I need to spend the money to upgrade it first. If I want to do anything like digital video, I have to upgrade it a lot. Even downloaded Flash multimedia ran slow until I upgraded the processor, and I sure can't add an MP3 jukebox without a substantial hard drive upgrade (2 gigs doesn't go as far as it used to).
Games push the envelope harder than anything else in the consumer industry, true. But it's hardly the only thing. There's more to consumer PCs these days than video games and word processing, and it's all more demanding than it used to be.
The problem is you have a corporate PC (Score:2)
Win2k runs like a champ with Debian on my p2 450 with 196 mb.
UI, but not graphic design (Score:1)
Whatever (Score:2, Insightful)
Yes, I'm sure no one has ever maxed a CPU for hours or days on end modelling fluid dynamics, or physical optics, or encoding mpegs, or
I can just see it... (Score:5, Funny)
Mr. Clippy: I'm sorry, you're not experienced enough to change text colors yet. Try underlining it for now!
Re:I can just see it... (Score:1)
Well, the advantage of games is that they don't put you in situations where you have to do something that you don't know how to do yet. So it would be more like:
Mr. Clippy: I'm sorry, but John doesn't know how to underline text yet. Can you get one of his co-workers to do it?
Boss: Damn.
Re:I can just see it... (Score:2, Insightful)
Re:I can just see it... (Score:2)
Re:I can just see it... (Score:2)
Final Fantasy 2 (the Japanese version, the one that was for the famicom/NES, not released in the US, but rom & translation patch is available on the net) had a nice system. Instead of characters gaining levels, each attribute of a character and each spell would gain level, based on usage. So, if I used fire enough, it would turn into fire2. If I got hit enough, my hps would go up. If I hit enough times with my bow, my bow skill would go up to the next level. Stats would also drop if you didn't exercize them, fighters would get dumber, mages would become weaker.
Of course, this was abusable, since you could target yourself in battle. So, while your enemy looked in confusion at you, you'd hit your party with fire, then with cure, and attack your weakest characters to bring up your weapon ability and to raise their hitpoints.
It was a unique game.
Re:I can just see it... (Score:2)
Re:I can just see it... (Score:1)
Mr. Clippy: I'm sorry, you're not experienced enough to change text colors yet. Try underlining it for now!
When will I be able to import my Baldur's Gate character into Word?
Re:I can just see it... (Score:3, Funny)
Etheria the Wizard: Fool! You do not understand the powers with which you are meddling! Do you not realize the consequences of unleashing such colours upon your document?!
Re:I can just see it... (Score:2)
Games pushing hardware is great ... (Score:4, Interesting)
But I don't see games pushing the UI envelope in a way that's useful to most user tasks. Sure, game developers put an enormous amount of effort into creating detailed, realistic virtual environments, and that's great -- for games. But attempts to introduce such elements into OS's in general, and into general-purpose applications like word processors, graphics programs, and browsers, will lead only to clutter and bloatware. You don't need realistic lighting and fog effects when you're writing a letter
Browsers are an area that deserve special mention. I've seen a few attempts to use game-type visual metaphors to turn cyberspace into something Gibsonian (anyone remember Hotsauce?) and the effect is always ugly, pointless, and slow. Make the hardware fast enough, of course, and "slow" will go away, but "ugly" and "pointless" will remain.
When I'm playing a game, I want to be immersed in a virtual world. When I'm writing, or designing graphics for a Web site, or pounding out code, or looking for information on some obscure subject, I want a clean, simple interface that makes it as easy as possible for me to get, create, or manipulate my data. And that's it.
Re:Games pushing hardware is great ... (Score:2, Insightful)
Good post, but...
I'd have to disagree and say that the basic principle is the same. When I'm playing a game (Myth II for example), I want to focus on paying attention to the health of my units, where I want to get them to go, and not have to worry about the mechanics of actually achieving it. When I'm writing a document, I want to focus on my train of thought, what I'm trying to say, etc. and not have to worry about the mechanics of using the word processor. Different paradigm, but same UI goal.
I would say that many games I've played seem to have gotten this down well. Perhaps it's because of the focus where they know that no player is going to actually bother reading the manual, and the developers need to keep in mind the needs of a novice user just sitting down at the program for the first time.
The game 'tutorial' intro level and the wavy green lines in Word: both good steps along this path.
Re:Games pushing hardware is great ... (Score:2)
I'd have to disagree and say that the basic principle is the same.
While this is not what you said, it lead me to imagine, say, a compiler in which you start with 7 "lives". You'd lose one after each compiler error or 3 warnings! After that you'd have to restart the IDE or reboot the system, depending on the OS. Some people would be a lot more careful...
Re:Games pushing hardware is great ... (Score:2, Insightful)
I agree that an interface should be straight-forward, and simple. However, users LOVE eye candy. Just go look at Themes.org. We actually have users at my company who run PowerPoint on their desktops. They like having desktop wallpaper, and our policies prohibit it. They are willing to take the performance hit just for that useless bit of color.
As for me, I'll just sit back and enjoy my heavily tuned Enlightenment desktop that uses more RAM and CPU than my first 6 computers had, combined.
-WS
Re:Games pushing hardware is great ... (Score:3, Insightful)
The special effects like fog and realistic lighting are part of what is being presented, you don't ever actually use it. The user interface is the menus, hand icon, etc...
One of the reason's why you may have mistaken that is because UIs in good games have gotten so seemless with the game its hard to tell the UI from the actual game (take Black & White for example).
Re:Games pushing hardware is great ... (Score:2)
Game UI include radial menus, configurable hot keys,
These have nothing to do with fog distance.
Re:Games pushing hardware is great ... (Score:2)
I bet you don't use Emacs, do you. Notepad all the way, baby !!!
Re:Games pushing hardware is great ... (Score:2, Insightful)
No (Score:2, Interesting)
What a game would do is immediately give you those three features and then as you progressed and became a more powerful character it would give you more features.
That's really cool in games, I love the accomplishment of attaining the highest level, but when I open MS Access I want to be able to jump right in and program modules rather than be greeted with a form creation wizard or what not. I'm the type of computer user (like most people here probably) who wants all the features I can get my hands on. Throw them all out me, and I'll determine what it is I need.
incremental disclosure and game UI (Score:5, Insightful)
Just because Microsoft doesn't make good use of the principle doesn't mean that it's a gift from gaming to the rest of the world.
In most other ways, games are UI nightmares. They're difficult by design. Applying their principles to other domains would be a giant step backwards. Non-entertainment systems should be easy by design, rather than conjuring obstacles for the thrill of overcoming them.
Fans of UNIX will, of course, disagree. The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.
Tim
Re:incremental disclosure and game UI (Score:1)
Well, they did try "smart menus" that didn't show you commands that you didn't use too often, but IIRC a lot of people thought those were pretty annoying.
Re:incremental disclosure and game UI (Score:2)
That's because the distinctions between basic and advanced that MS uses are arbitrary and don't match any sensible incremental disclosure sequence. Technically this design error is known as a mismatch between the user and system model. In this case, what it leads to is an extra step in searching for options, because the user has no way of knowing what is hidden in the "advanced" functionality.
With a cleaner conceptual break between the initially disclosed and initially undisclosed information, though, it's a great way to manage interface complexity. Usually this means having the undisclosed portion all be strongly conceptually related under a particular category, rather than simply being a miscellany of supposedly advanced features.
Tim
Re:incremental disclosure and game UI (Score:4, Interesting)
I wouldn't have thought that the popularity of "archaic command-line interfaces" had anything to do with their being cryptic, or figuring them out being entertaining... it seems to me that those sorts of interfaces are popular because they tend to be extremely powerful. My personal experience of interfaces has shown the general trend where GUIs tend to be less powerful/flexable than command line interfaces. Though I freely admit that my opinions are colored by many years of UNIX usage, so I'm not really all that objective.
Solving the "problem" of an interface, while somewhat rewarding, isn't exactly an experience I go looking for. I've dealt with this both with command line UIs and GUIs - crappy is crappy either way - and it's never fun. I think it's just that command-line UIs tend to be a bit more featureful than GUIs simply because there is less aversion to complexity, probably because people expect a command-line to be more complex. I generally consider the command-line being more cryptic to be the price I pay for greater power and flexability.
Or I could just be so used to UNIX everything else seems a little weird
Re:incremental disclosure and game UI (Score:2)
Nonsense. The CLI is easy - for some things.
It all depends on the task you want to perform. "rm -r *.o" is closer telling my faithful servant to "remove all object files from here on down" than is "click on Start - mouse over Search - click on For Files Or Folders - fill in .o in the appropriate field - click through several levels to specify the appropriate target to Look In - click on Search Now - click on Edit - click on Select All - click on Edit - click on Cut - click on Yes." A GUI is a lousy way to instruct a servant.
On the other hand, for things I want to do myself, using the machine as a magic typewriter or paintbrush rather than as a servant, a GUI is the better choice; a verbal interface would be a lousy way to control a magic paintbrush. (Though it would be useful in some types of line and block drawings.)
Re:incremental disclosure and game UI (Score:2)
It all depends on the task you want to perform. "rm -r *.o" is closer telling my faithful servant to "remove all object files from here on down" than is "click on Start - mouse over Search - click on For Files Or Folders - fill in .o in the appropriate field - click through several levels to specify the appropriate target to Look In - click on Search Now - click on Edit - click on Select All - click on Edit - click on Cut - click on Yes." A GUI is a lousy way to instruct a servant.
This happens every time CLI versus GUI comes up. Yes, you can do it like you describe, just like you can type "rm" for every file you want to delete in a CLI -- and then complain that "CLI sucks" because you have to type every file.
Just because you don't know how to use a GUI, don't assume that there aren't fast ways to do things.
However, I agree with your main point that for some things GUIs are better, and for other things CLI is better. What's annoying is that so many CLI people are totally inept and ignorant of how to use file managers effectively.
Re:incremental disclosure and game UI (Score:2)
Hit the "Remove Objects" menu item in your IDE. That's how.
Don't be surprised if systems originally built to be manipulated with a command line are hard to deal with in a GUI. The answer is to revisit assumptions from the ground up rather than just adding a thin GUI veneer to a CLI-based system. That's the worst of both worlds.
Tim
"TTY GUI" (Score:2)
By the way, Tim. You are one of the smartest people who posts Slashdot. And I don't give props too often.
Re:incremental disclosure and game UI (Score:2)
That assumes the author of the IDE was thoughful enough to provide that choice. If such a choice isn't there, then what? The beauty of a CLI is that nobody but the user has to anticipate choices.
Re:incremental disclosure and game UI (Score:2)
Well, yeah. It's been standard in every IDE I've worked with on the Mac since the late 1980's, so that doesn't seem like a big leap. It's not fair to compare a great CLI with a crappy GUI. Assuming they're both good examples of their kind, then the GUI wins.
If such a choice isn't there, then what?
Add it through the scripting interface. You did know that good GUI applications are scriptable, right?
The beauty of a CLI is that nobody but the user has to anticipate choices.
The beauty of a well-designed GUI is that 80-90% of the common cases are far easier than they are in a command line environment, and that the rest can be captured through scripting if you really have to. A "Remove Objects" menu item is a lot easier to use for either the novice or expert user than "find . -name '*.o' -exec rm {} \;". Common operations should be built in to the system.
(BTW, I was under the impression the actual way to do this is "make clean"....)
Tim
Re:incremental disclosure and game UI (Score:2)
For you, maybe. I consider myself open-minded and have tried lots of different GUI IDEs on many platforms. I generally try to live with using them for about a week and then get frustrated by their limitations and return to Emacs and make, which fortunately have been ported to nearly every OS.
Add it through the scripting interface. You did know that good GUI applications are scriptable, right?
The set of good GUI apps by your definition must be pretty small then. Most GUI apps aren't very customizable at all. And even the ones that are generally have their own programming language, and who has the time to learn some proprietory language for every app?
A "Remove Objects" menu item is a lot easier to use for either the novice or expert user than "find . -name '*.o' -exec rm {} \;". Common operations should be built in to the system
I agree -- common takes should have shortcuts in any system, whether GUI or CLI. But it is just a fact that everyone works in different ways. What is common for you may be uncommon for me and vice versa. It is hardly any wonder that UNIX and its CLI remain popular among researchers, who by definition perform tasks nobody before has done.
BTW, I was under the impression the actual way to do this is "make clean"....)
That's how I would do it normally in my own projects -- but that only works if I've written a command line to run for the clean option in the makefile -- a makefile is really just a script of sorts.
Re:incremental disclosure and game UI (Score:2)
Well, first of all, his rm command was totally wrong, which I figured I wouldn't flame him for (it should be "find . -name '*.o' -exec rm {} \;", which 98 out 100 people probably don't know how to do anyway).
But to answer your question, I would right-click, ->search, type *.o, enter, click the files, ^A, del, Y, done.
Is the CLI faster? Yes. But not by much, and only by those 2/100 people.
Re:incremental disclosure and game UI (Score:2)
Yep, "rm -r *.o" would not do what he thought it would, which is remove all object files recursively.
It also wouldn't give any kind of clue that it hadn't done it, since he's unlikely to do a recursive "ls" after the operation. (A direct manipulation interface would show the results of the operation.) Having made this error, when he followed up with a "make", it wouldn't rebuild the object files he expected. When he tried to debug, he might easily spend an hour chasing a red herring because he thought he'd done a complete rebuild when he hadn't.
This is one of the biggest counts against command languages. They are error-prone -- not just typing errors, but semantic errors as well, even for experts; and due to the lack of feedback, errors are hard to detect and recover from. These errors are in a sense fun and challenging for the hobbyist or tinkerer, but for everyone else, they are a giant pain in the nether regions.
Tim
Re:incremental disclosure and game UI (Score:2)
Sometimes I do the normal "find" command, but often I do it this way for just the reasons you cite:
find . -name '*.o'
[see what comes out]
Then pull it back and insert "rm ` `" around it for "rm `find . -name '*.o'`". It's no big deal for .o files, but for more complex finds it pays to do a verification step. :)
Re:incremental disclosure and game UI (Score:5, Insightful)
Having three or four terminals open in XWindows is _not_ an example of this, by any means.
For example, imagine that you want to move all your object files, plus a few others that don't have anything in common. (save to you - i.e. not the same name, or file type, etc.)
You could quickly navigate to the appropriate directory in the GUI - it's faster unless you remember the precise (short) path. Type a command along the lines of "select *.o" into the cli parser of that _very_ GUI directory window, and the appropriate _icons_ highlight, and are selected. Quickly mouse around to the other couple of icons you want, and shift-click to add them to the selection.
Then drag the icons from the window into another folder visible onscreen (which may be easier than having to remember and type in another pathname), change over to that window and enter a command like "rename * *.backup" to rename all of the moved files.
(n.b. command names would likely exist in several forms, with the full name of the command being the easiest to understand - for consistancy's sake, it would be precisely the same name as used in the GUI.)
Both pointing & grunting at things, as well as talking about them are good ways to control a computer. In the real world, we recognize the usefulness of using them in conjunction, rather than either exclusively. There's a place for that here too.
Wiggle Room (Score:2, Insightful)
It doesn't mean however that games can have bad UIs. The eGames sample I stupidly picked up has one of the worst interfaces possible, and most of the games are individually difficult to manage.
And finally, it's worth pointing out there's no standard UI for a laser blaster. ("The cross-sight must be in red, with a slightly thicker line near the center...")
Hertz (Score:2)
"Kai's Power Tools" [metacreations.com] had a game-like interface. Users started out with a few simple tools. After demonstrating competence using the basic tools, users advanced to the next level and more tools became available. This was hated. Rumors that Kai was going to redo the user interface for Photoshop resulted in a sizable protest to Adobe.
Game user interfaces work because you can't do much. Move and shoot works well. Nothing else does.
Re:Hertz (Score:2)
In any application (Score:2)
This is of course the essence of great UI design: it should be quick to learn, fairly obivous (note lack of word 'intuitive'
I think most game builders are too busy trying to be different from their competitors than to confer with each other on standardizing their interfaces. I could be wrong: I don't play a whole lot of video games, but GoldenEye and Perfect Dark had fairly simlar UIs, adjusted of course for different functions withing the game.
Re:In any application (Score:2)
Game-like UI could be useful.... (Score:2)
Of course I can see people doing stuff along the lines of Final Fantasy.. Click there, open this pop-up box, type that, twist this and belch and volia you have the ultimate resume wizzard. But you can only get this after 90 hours of churing out presentations, databases (wannabe), spreadsheets and documents. I can almost see the spam that would create in an office environment.
I guess what I'm getting at, there are users that know enough to use some of the advanced features, but don't need them for everything. How can you enable these features without running a typical M$ gauntlet. (i.e. trying to update IE2.0 on a fresh NT install, yet the new version of IE requires a new service pack, but you can't get the new service pack 'cause the page to download it won't open in IE2.0)
Shhh, it's a secret (Score:2, Funny)
Kisses
True True (Score:3, Interesting)
The problem with the industry is nobody admits jack shit. Marketing folks seem to think everyone wants to buy airline tickets, but we all know pr0n built the Internet.
No one wants to get a trailer on their mobile phone. What people want to do is take a picture of themselves and their spouse in front of the Eiffel Tower and send that image to their teenage daughter back in England
Over in Japan, the most popular thing for 3G phones are entertainment (Pr0n and Instant messaging). One game, you can chat with an IA women and try to see how far you can push it before she gets mad.
For consumers its Entertainment, music, pr0n or video games. Business customers might pay 5x the price for the service, but you have 100x average consumers.
Come to think about it, I bets thats why they sell so many vibrating batteries.
Pushing the oxymoronic UI envelope (Score:5, Insightful)
On the simplest level it's things like the 'inverted mouse' problem in FPS games, but whenever a hot game developer figures out a cool way to convey manipulation of another custom game feature, it detracts from the learning curve.
It's a shame that 'pushing the envelope' and 'consistancy of design' are orthogonal terms. It would be great of the game designers got together and admitted that they're each trying to make the better game, but that establishing consistant design patterns for interactivity can increase the playability of all games, and let the struggle be with the puzzles, and not the interface.
Unreal UI (Score:3, Interesting)
EverQuest is another great example of game UI development. Their UI was damned lame at first, but over time has become fully customizable in regards to positioning, size, colors and transparency, all created from the input of hundreds of thousands of users.
What I really would like to see is a merging of the UT/Tribes style interface with EverQuest customizability, along with all of the keyboard manipulation provided in Maya, and of course, easy to design and implement themes.
If anyone wants any help designing a gui, feel free to shoot me a message...
Re:Unreal UI (Score:2)
"The Unreal Tournament UI certainly pushed game UIs to a new level, with easy to access, well organized drop down menus. . If I had more time I would probably hack up enlightenment to make it work like that."
Actually that would be a really cool Windows hack. Instead of spitting out the standard BSOD I'd like the screen to rotate 90 degrees and show the uptime rankings of Linux desktops in the area. If only we could get one of those guys who breaks into Microsoft's network to insert THAT into the code base...
Interacting/UI, etc. (Score:2)
Interaction with games or other software has always had fine people like JC trying to figure out how to build a better interface or control, as far back as electronic drafting boards or Sirius Joyport. Weird controls have come and gone to make the game "real" (steering wheels, vibrating chairs, better joy sticks, etc.) and eventually we find ourselves looking at new games or software which still rely on keyboards (one of the most infuriating devices for action games if you type like I do (9 thumbs and one hunt-and-peck finger)) or any of a series of non-standard devices. Probably the closest we came to one standard for input was back in the hay-days of Atari 2600 and C64 computers. (Yet, arcade games had buttons slap dashed around consoles which made Defender nearly impossible for me to pay, yet my hand-to-eye let me rule in Pacman)
The article doesn't delve much into why we keep flopping all over and re-discovering bad interfaces and controls, 20 years after these things became mainstream. Probably has less to do with the designer and consultant than it has with the actual market force of millions of buyers who never gave a thought beyond the package graphics.
So call me a skeptic.
If nothing else, game UI's are focused (Score:4, Insightful)
Along those lines, I am continually amazed when Windows XP (or the even a new KDE or whatever) requires significantly more CPU power than the previous version. Does handling clicks on widgets _really_ take that much processing power? We just blindly assume "oh yeah, context sensitive help, that's _gotta_ be expensive." But c'mon, these things could have been lightning fast on the Commodore 64.
Perfect UI (Score:2, Insightful)
The article brings up some good points about making things more real, but personally, it's no more real to me now that it was in the days of Coleco Vision. Final Fantasy X doesn't make me feel any more like I'm "in the game" than Final Fantasy I did. Graphics and presentation have obviously gotten better, but that's only made games nicer to look at, and hasn't made them any more real for me.
I'd like to hear people's comments on whether or not these graphics bring a sense of realism. I equate it to the change from say twm to GNOME/KDE, it's prettier, but it's not any more "real".
Re:Perfect UI (Score:2)
And there's a second, related property specific to games: They are creating their own tasks. The sole purpose of a serious application is to help its user with an external task. The same is not true for computer games, which create their own tasks out of nothing. This is a rather fundamental difference. Application programs help you to accomplish tasks, games create tasks for you so you can spend time on them without getting bored. The user interface may even be part of this.
Computer games aren't easy to use, they just keep the initial treshold low. It is easy to learn how to move around your character in a 3D shooter, how to shoot, and how to pick up things. But there is more in the game, and in its user interface. It takes considerable effort to learn all the things that make you a skillfull player, e.g. of Quake. Find weapons and ammo and other stuff, identify enemies and shoot them quickly, without wasting too much ammo and health, remember secret rooms and buttons, find your way through the map -- all these things are not easy. The player has to learn them the hard way, and this learning is part of the fun of gaming.
d'uh (Score:2)
Unless stating the obvious is now considered intelligent.
Is it supposed to be profound that she says games push computers? which, by the way, is not true. It may push PC's, but thats another story.
Like trying to quickly move through 5 terrabytes of data doesn't push computers, sheesh.
I can say this about her, she comes off as a competant VB programmer.
Disposable software makes it possible (Score:2, Insightful)
I think the reason is simple though. Since games have such a short lifetime, the designers are always free to try radically new ideas. If it works out, great. If not, oh well, they can try something better the next time.
They also have users who don't mind and actually expect to start from square one, so games don't have as a design goal being as minimally invasive as possible upon the existing instincts of the user.
Keychain UI - simple is the key (Score:2)
in essence, it's a PIM for kids in the form factor of a keychain about the size of a stick of gum.
on one end (left) was the keyring, and a small button inset into the front next to the LCD screen - 3 lines by about 24-30 characters.
the other end was a large button that, when twisted one way, functioned to scroll up, the other way to scroll down. when pressed, the button performed an action (enter)
with these three simple functions and the mode switching of the small button at the left, it accomplished every function of a PIM - including giving me my horoscope and telling my fortune. i learned how to use it within the thirty or so seconds i was playing with it before i was distracted by the 76-in-one multitool on the next shelf over.
my point? did i have one?
oh yeah. more than a few developers can take a lesson from a $5 keychain that got it right with just two buttons.
Re:Keychain UI - simple is the key (Score:2)
dang. i couldn't find a good picture, but here [internetgrapevine.net]'s a place that sells them wholesale
Good examples of innovation in games (Score:2, Insightful)
This is just one good example of a UI feature used in a game that would be very useful in real software applications. Sure many games have stupid and unnatural interfaces, but many also have strong elements that could prove to be immensely useful in the future
Re:Good examples of innovation in games (Score:2)
For example, in Black and White, I've found that, when I'm in a hurry at least, hitting "m" on the keyboard is easier than tracing out the shape of an "m" with the mouse. Of course, that may be because I'm generally fighting with the terrain and a shifting viewpoint at the time...
Cheers,
Tim
I've used a graphics library with this... (Score:2)
For example, drawing a circle around something would zoom in. Drawing a line diagonally outward would zoom out, and "zorro"ing a graphic would remove it. You could tie any command to any gesture you liked though, and even build trainable interfaces that way.
I really liked the system and I'd like to see more things pick up gesture based systems.
Wow, glad to hear it (Score:2)
of occasions, I can attest to JC being smart.
Well, given your esteemed recommendation, we need no more convincing as to JC (who??)'s intelligence. If a Slashdot editor thinks someone is smart, hell, that should be good enough for all of us, huh ?
Quote (Score:2)
From the article - "Unless you are in a military installation, the most demanding application on any computer will be a game."
Naive bastard. On my system, the things that spank my processor aren't the games.
Re:Quote (Score:2)
A compile can take 10 seconds or 10 minutes - it really doesn't matter. If it's 10 seconds, I'll wait. If it's ten minutes, I'll read
On the other hand, if a game is running at less then about 40 frames a second, I'll quit it and go do something else instead.
I do agree up to a point, though - it's not just military installations that have more demanding apps running than games. For the vast majority of home users, however, he does have a point.
Cheers,
Tim
Not quite right (Score:3, Insightful)
So Intel and AMD love games. I imagine RAM manufacturers like bloated office app developers, and bloated OS developers - MS springs to mind. CD player/recorder makers like musicians. Printer makers like business and old people who want a hard copy of everything. Scanner makers love the internet for wanting everyone to share their pictures.
So companies like HP could conceivably help their bottom line by supporting musicians, longevity drugs, and getting more people on the internet. How about that. Someone should tell Bruce Perens.
Re:Not quite right (Score:2)
Re:Not quite right (Score:2)
You make some good points, but I'm going to disagree with most of them. I don't know anyone who copies their games to their hard drives. I would guess that's a small fraction of players, except perhaps for some specific games that I'm not aware of. So as long as you only have a couple of games you're playing, hard drive size is not being pushed by games.
The X-box is coming out with 64MB of RAM. Tell me that games require a lot of memory. I haven't played MechWarrior, but every game I've played on my 96MB P-III has run fine. Perhaps the very latest and greatest games that are coming out now push RAM higher, but I doubt seriously that they will exceed things like AutoCAD and Photoshop. The next time you're working on a 50MB image file or designing the next power plant, you'll be glad to have 512MB. Perhaps MechWarrior is at the bleeding edge. I haven't seen any other games that require that much RAM.
I forgot about sound cards. You're right about that, although I imagine music outside of games has had a good bit of effect on development in that arena also.
Development in the Bus architecture has been driven by the speed of processors and RAM, which have never been able to talk to each other at speeds necessary. Games affect development in processor speeds so by extension, the rest of the motherboard is affected, but it's not a direct correlation.
You misconstrued my comment about musicians. They produce a product that makes consumers want more/better CD capabilities. Without musicians, there would be no CD development in the early 80's. The home data storage requirement is only a recent development and I would argue, without other developments in the optical field, we would still be using tape for home backup. Musicians are the reason everyone has CD players in their homes. I haven't checked in on the warez scene in a while, but I doubt they're pushing CD development due to lack of numbers. It's the millions of teens/post-teens making MP3's.
Re:Not quite right (Score:2)
I just got Arcanum from a friend. OK, it needs 1.5GB to install, but how many games do you normally leave installed? I've probably bought more than 50 games in my lifetime, but I only have 3 installed at the moment. My mp3 collection takes up far more space.
My X-box comment was a cheap shot, since it's not ostensibly a PC, but I'm sticking by my guns. There are way more business PC's out there with a lot of RAM than home machines. Perhaps games influenced RAM development, but I'm going to say it was a peripheral effect due to advances in silicon, motherboards, CPU's, etc. The high end Crucial stuff goes into servers and the like. No gamer I know could afford it until recently. (And I think it's amazing how much RAM prices have dropped lately.)
The Turtle Beach stuff was great. I can't remember the last time I had one of their sound cards - 1992, maybe. Although I think that Creative and the like do do development, I think it's the high end cards that innovate and it trickles down to the other manufacturers. I don't have any specifics in mind, but that's the way it works in almost any industry. Gamers tend not be buyers of high-end audio. SoundBlaster is good enough.
But, in thinking about all this, I think we're both wrong and perhaps the whole thrust of this /. article is wrong. (Imagine that.) It's really not gamers or business or musicians or any one consumer group that drives development. It's money. There would be no reason for us to buy new stuff if they didn't come out with something newer/faster/better. It's the cycle of greed. Greed for money. Greed for better gaming. Greed for more immersive experiences. Greed for adulation from your friends. "Nice box, man." "That thing screams."
It's amazing how I've gotten away from that in so many areas of my life. My car is a '96 and I plan on driving it until it breaks. I buy about one new article of clothing a month, on average. I got my PIII about 2-1/2 years ago. Still runs everything I want. The only thing I'm thinking of upgrading is my RAM - 96MB.
What were we arguing about. :)
is this the secret to successfulness? (Score:2, Funny)
But more to the point, let me ask how often most of you recall seeing an interview with a dignitary of the male persuasion where, say, two-thirds of the way through, the interviewer asks, "How about you, Rick? What are you 'up to' at the moment?" *wink-wink*
Doesn't this get on your fucking nerves? No, not that hot chicks' opinions are relevant, but rather that at first glance we're likely to agree! Don't agree with her? Hell, chances are she's probably not your type. If she's your type, she could be telling you how much better off we'd be with Leiberman as a VP and you'd fucking agree in a heartbeat.
Then, what do I know. I'm here late in the day on a Friday when I should be at happy hour looking for organic material to attempt gene mutations with. All I'm saying is, you could be half as smart and twice as rich if you were a hot chick. Call me misogynistic, stoned or whatever.
Don't look at FPS's for good UI. Look at Sims. (Score:2)
A lot of idiots throw high-technology at usability problems. Especially all those people touting web based interfaces (and of course, we've never, ever seen a confusing, difficult-to-navigate web page, have we? None of those exist
Re:But... (Score:1)
Re:Adaptive UI Question - reply with your answer (Score:2)
Both, to some degree. Most of the time, it's pretty transparent, and doesn't affect me much. On the other hand, when I want to get to a little-used function, it's a royal pain in the ass.
One other problem I can see with these is that someone who basically has the layout memorized may get crossed up by a menu item moving or disappearing as different features are used more or less.
Re:Adaptive UI Question - reply with your answer (Score:2, Insightful)
In addition to organizing commands into categories, menus already hide them away until they're needed; that's the whole point. Selective-display menus hide the commands even more and just add extra steps to get to them when they're needed. What's worse, the user has been learning to use the interface, and using a hidden command moves it to the "recently used" list. This adds it back to the truncated menu, often rearranging it so any benefit from learning the shortened version is now lost, and the user has to relearn or retrain muscle memory. I hate it too, and I always turn it off ("adapting" the UI in a way that works).
A better use of adaptive UI is not to change the layout or components out from under the user, but to look for patterns of usage and facilitate those. For example, if a user consistently follows action 'a' with actions 'g' and 'i', the adaptive UI could recognize this and ask politely if these should be combined into a single action, perhaps putting a button on the toolbar if a-g-i is frequently used. That's a pretty simple example, but it shows that adaptation isn't necessarily all bad.
Adaptive UI will probably develop like graphical UIs have in the past: by trial-and-error to see what works and what doesn't when you put it in front of the user. Most of it probably won't, probably because UIs are designed either by programmers who often have a hard time separating the internals of the program from the way it's used, or by marketing folks who think that more gimmicks, flash, and colors equals better.
It's my feel that adaptive UIs that complement rather than hinder both learning and experienced users are still off in the future (but maybe that's because I'm on my second read through The Diamond Age and thinking of the Primer).
Just my 2 1909-S VDBs,
Paul
Palm Pilot (Was:Amiga non-UI) (Score:2, Funny)
Re:The only playfield in town (Score:2)
No.
Clarity of interface is nothng, if all it does is serve to illustrate that I cannot do what I want to do.
A balance must be struck between clarity, and utility.
Cheers,
Tim