1) list ten examples of interfaces between people and the real world.
a: Speedometer
b: Clock
c: Traffic Lights
d: Pedometer
e: Heart Rate Monitor
f: Elevator Controls
g: Fuel Gage
h: Thermometer
i: Cell Phone
j: Compass
2) Give an example of a good interface between player and game. Explain why it is a good interface
A good interface between a player and a game would be one that makes sense in the world of the game, but still gives you information in a non-obstructive way. For example, the Dead Space health meter, which appears as a meter along the spinal area of your character. its visible at all times and makes some sense in the game, while remaining part of the character's design
3) Give an example of a poor interface between player and game. Explain why it is a poor interface
A poor example may make no sense to the world of the game, give little to no information, really, and be obstructive of proper play. I can't think of any examples that have happened because It would likely lead to an unsuccessful game. But perhaps a HUD (Heads Up Display) That blocked a lot of the screen, with a lot of the perspective of the game being blocked by decoration to make the HUD pretty, while not giving enough information to justify the space taken. Also, perhaps there is a theme-mismatch, with the game being sci-fi, and the HUD having a more scrolled, ornate pattern more reminiscent of the fantasy genre.
a: Speedometer
b: Clock
c: Traffic Lights
d: Pedometer
e: Heart Rate Monitor
f: Elevator Controls
g: Fuel Gage
h: Thermometer
i: Cell Phone
j: Compass
2) Give an example of a good interface between player and game. Explain why it is a good interface
A good interface between a player and a game would be one that makes sense in the world of the game, but still gives you information in a non-obstructive way. For example, the Dead Space health meter, which appears as a meter along the spinal area of your character. its visible at all times and makes some sense in the game, while remaining part of the character's design
3) Give an example of a poor interface between player and game. Explain why it is a poor interface
A poor example may make no sense to the world of the game, give little to no information, really, and be obstructive of proper play. I can't think of any examples that have happened because It would likely lead to an unsuccessful game. But perhaps a HUD (Heads Up Display) That blocked a lot of the screen, with a lot of the perspective of the game being blocked by decoration to make the HUD pretty, while not giving enough information to justify the space taken. Also, perhaps there is a theme-mismatch, with the game being sci-fi, and the HUD having a more scrolled, ornate pattern more reminiscent of the fantasy genre.
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