Posts Tagged UI

Prompts

articlesheader Prompts
It’s not difficult to find an article these days detailing the troubles facing the Japanese games industry. Things just aren’t as rosy as they used to be, and there’s plenty of finger-pointing as a result: budgets aren’t big enough, the cultural differences are too vast, software design methodologies aren’t properly utilized, the corporate world tends to stifle innovation, there’s a lack of outsourcing, the desire just isn’t there, etc.

While all these claims might be accurate to some extent, they’re high-level issues that no one can fix single-handedly. Instead of moping about them, I thought it might be a bit more constructive to offer some small, pragmatic advise. In a previous post I tried to do this with a certain localization issue, and now I’ll take a look an interface quirk common in many Japanese games: too many confirmation prompts.

As an example, continuing from a saved game in a typical modern title is fairly painless. Quite often a “Continue” option is the default selection on the title screen menu, and clicking it automatically loads the latest save file.

On the other hand, these are the steps required to resume my game of Resident Evil 5, one of the marquee current-gen titles developed in Japan:

  1. Entering the title screen menu immediately brings up a pop-up asking me to “Wait a moment…” followed by a message stating that there’s no storage device selected. This is accompanied by a “Yes/No” prompt asking me if I’d like to select one.
  2. Clicking “Yes” brings up the OS browser with the available options: hard-drive/memory card/the cloud. This requires me to scroll to my desired option and click it.
  3. Once the storage device is selected, a “Storage Device Configured” message appears along with an “OK” prompt that needs to manually dismissed.
  4. Following the previous prompt, a “Loading content…” message shows up and then a “Load successful.” message replaces it. This is accompanied by yet another “OK” prompt.
  5. When the title screen menu finally appears, the “PLAY GAME” option is selected by default. Clicking it takes me to the play game menu.
  6. On the play game menu, the “CONTINUE” option is selected by default. Clicking it takes me to an overview of the last save game.
  7. The save game overview displays a date stamp, the selected character, and some other miscellaneous info. It is accompanied by an “OK/Back” prompt.
  8. Clicking “OK” takes me to a network overview screen with various game options such as co-op settings and hit reactions. The default option is “START GAME”, and the screen is accompanied by an “OK/Back” prompt.
  9. Clicking “OK” takes me to a loading screen that’s quickly replaced by the inventory screen. Here the default option is “Organize” and I need to scroll down and click “Ready” to proceed.
  10. Clicking “Ready” brings up a confusingly labeled “Exit” confirmation with a “Yes/No” prompt. “Yes” is the default option, and clicking it finally loads my save game.
To put it mildly, this is overkill.
Resident Evil 5 Main Menu Prompts

If it were only that easy.

A large part of Apple’s success is elegantly accommodating for the most common use case. This basically means that an interface caters to the functionality that’s used most often, while the elegance comes from avoiding extraneous options, prompts, and technically-minded messages (and presenting an aesthetically appealing UI, of course).

Looking at Resident Evil 5 through this lens, the above steps could be truncated and/or altered to provide a more streamlined way of loading the latest save game.

  1. The “Select a storage device?” screen shouldn’t be there. Instead, the game should automatically select a default storage device, or better yet, select all the available storage devices. If none are available, a warning message could be displayed on the title screen without requiring a separate modal popup.
  2. The OS device-selection pop-up should only appear if the user chooses to manually change the current storage device.
  3. The “Storage device configured.” message shouldn’t appear. There’s no point in flooding the user with text if everything went OK. These messages should only pop up if there are errors.
  4. Same as above; there’s no need to display a ”Load successful.” message. The transition into the save state should make it obvious that the data was correctly retrieved.
  5. If a saved game was found, the default options should be “Continue.” This option should immediately load the latest save game from the selected storage device. Optionally, the game could check all the available storage device and automatically load the latest save file in order to avoid any extra management on the player’s part.
  6. The secondary play game menu isn’t necessary if the “Continue.” option loads the latest save game.
  7. The save game overview should be removed as it provides non-vital information when trying to load the latest save game. Instead, this data should be presented in the load-game interface where the player browses through multiple save files. Optionally, it could also be shown on the loading screen itself.
  8. The network settings screen should be removed as well since it provides non-vital options that are configured at the beginning of the campaign. There’s no pressing need to change these every time the game is loaded, and this functionality could still be provided via an in-game menu.
  9. The inventory screen is also superfluous to loading a save game — the save data should already contain the proper equipment information. Presumably the screen is there so that the player can change their loadout following a game-over, but in that case the inventory-customization screen should only appear following the actual death. Alternatively it could also be accessible in-game from the save-checkpoint.
  10. The “Ready” confirmation is horribly labeled as it’s an ambiguous descriptor. Is the player exiting the inventory screen, or the actual save game loading process (it’s the first one, but it always makes me stop and think)? The prompt itself is also unnecessary, especially after the nine preceding ones.
annoying prompts Prompts

Two incessant prompts most Windows users should recognize.

Confirmations prompts in particular tend to be quite prevalent in Japanese titles. Of course these can be useful when it’s easy to hit the wrong button and the consequences of doing so are quite drastic, e.g., clicking the “close” button instead of the “maximize” button in a word processor after writing a lengthy, unsaved document. However, it’s rarely difficult to select the proper save-file in a game, and loading the incorrect one tends to waste only a short amount of time.

Despite this, Japanese developers seem paralysed with fear of the user accidentally selecting the wrong option. This only applies to UI-related interfaces, though; there’s no prompts for avoiding an accidental weapon-reload or putting a car into the wrong gear.

The convention also seems to be that “No” should be the default selection. I have no idea why this is the case, except to prevent the user from accidentally skipping through an important choice while blazing through a bunch pop-ups.

If that’s the assumption, then it speaks very poorly of the application flow as a whole. Perhaps the user wouldn’t be so quick to skip through these confirmations if there weren’t so many of them? And perhaps removing non-vital popups and prompts would provide a faster and sleeker way to get to the fun part of the game: the actual gameplay.

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Design Roundup #7

articlesheader Design Roundup #7

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How I Got Art For My Game, Part 4

tomart4header How I Got Art For My Game, Part 4

First of all, we finally have a brand new site! It’s where all future Tribes of Mexica updates will go, but since I started these art posts here, I figured I’d finish off the series with one more entry.

In part 3, I finally got a background and all the necessary character artwork, but there were still plenty of missing assets that had to go into the prototype.

TribesOfMexica 2009 19 04 How I Got Art For My Game, Part 4

Our controls/tips screen used stock controller/button images supplied by Microsoft. These were edited a bit and given unique backgrounds to better fit the style of the game.

I asked my younger brother (who’s a graphic designer) to do some menu backgrounds and a custom font for us. Larabie Fonts is a good place to snag these or look for templates, so I didn’t expect it to be a huge amount of work. I gave my brother $100 and figured he’d be done in a day or two, but then the requirements kept on piling up.

Button icons, a tutorial screen, custom battle messages, etc.; none of these had to be done from scratch as there were plenty of references, but the quantity of UI elements grew to be far more than a weekend of work could cover. We didn’t have a lot of money, but I gave my brother another $100 for all this extra work.

icons How I Got Art For My Game, Part 4

Some spell icons...

We also needed some icons for the spells and status effects, so I asked Alice (who did our cover) to help with these illustrations. I also liked the Street Fighter esque health bars my brother did as they gave Tribes of Mexica a fighting game vibe, so I requested a few portraits to accompany them.

In total there were 12 spell icons, 12 status effect icons and 8 portraits, with a bit of palette-swapping/layering to cut down on the work. Alice was quite comfortable with this and we paid her $200 for all the images.

Finally, we needed some spell effects. Initially we wanted to have the same studio that did the character art to also create the spell animations, but they were too busy. We asked some other artists that we knew if they’d be interested, but they either didn’t have the time or were not well suited for the task. In the end, I posted another ad on ConceptArt.

portraits How I Got Art For My Game, Part 4

...and some enemy portraits.

Out of all the responses, I chose to go with Rafa? Kwa?ny. Rafa? seemed like a good fit as he had some impressive CG animations and was willing to do the work for $200. I paid him a $75 advance and we talked over the details of all the spells, but then he simply disappeared. I e-mailed him a few times but never got a response, so I filed complaint with PayPal. Eventually PayPal “recovered” $0.53 of the $75.00 and promptly closed the case.

With just a few days left until the deadline of the DreamBuildPlay competition, we had to scramble to come up with an alternate solution. We bit the bullet and implemented some particle effects which I didn’t think there was time to do, and I paid my brother another $100 to create some static images for this system. This was the part of the game that got the least amount of polish, but I was still quite happy with the end results.

On top of all this, I also messed around with a bunch of art stuff myself. I trimmed, cropped and resized some of the UI pieces, and — having previously asked for our background to be split into multiple layers — created 7 different arenas from one template.

backgrounds How I Got Art For My Game, Part 4

4 of the 7 backgrounds in our prototype which were all based on a single template.

This was done by moving, flipping, scaling and cloning individual layers and altering the level/colour balances of the entire image. These edits were somewhat noticeable if you took a closer look at the final backgrounds, but they were not the focus of the game and the rough spots were worth the extra variety.

Overall we created Tribes of Mexica on a shoestring budget, and the artists involved contributed partly because they were interested in the experience and the project’s visual themes. I wouldn’t necessarily count on the same level of support in the future if we couldn’t raise a bit more money, but it was definitely a positive experience that helped to frame our approach for dealing with contract work.

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