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文檔簡(jiǎn)介
Chapter6.CreatingtheUser
Experience
Agameismorethanjustthesumofitsrules.Itmustinter-actwiththeplayers
toimmersetheminthegameworld.Todothis,itmustprojectanauraof
involvementthatpromotesSamuelColeridge's"willingsuspensionofdisbelief.'1
Everyelementthattheplayers'experiencemustcontributetothewhole.From
themomenttheplayerloadsthesoftwareandthefirstscreenappears,heisin
yourworld.Everythingthathesees,hears,andfeelsfromthatpointon—every
audio,visual,andinteractiveelement—muststrivetoconvincehimthattheonly
thingthatexistsisthegame.Thisisnottheeasiestofgoalstoachieve;any
slightdiscordcanjartheplayersoutoftheirillusion.However,thebestgames
generallyachievethislevelofperfection,orclosetoit,andtheaimofthis
chapteristodiscusshowyoucanattempttoaccountfordeepplayerimmersion
inyourdesigns.
Thischapterdiscussessomeofthemostrelevantaspectsofuserexperience
design(andnotethatbyuserexperience,we*retalkingaboutthewholething:
audio,visual,andinteractionmethods)forgames.Eventhoughwehavestressed
therelativeimportanceofflashypresentationassecondarytogameplay,we
wouldbefoolishtodiscardpresentationentirely.Theuserinterfaceisthefirst
realglimpsetheplayerswillgetofyourgameinaction;it'syourfirstchanceto
suckthemintotheworldpresentedbyyourgame.
Theuserinterfacecanmakeorbreakyourgame:Itcangiveittheperfectairof
consummateprofessionalismortheshabbyappearanceofanamateureffort.
Althoughwewouldprefertobelievethatthegameplayisthemostimportant
factorinthesuccessofagame,themajorityofcommercialevidenceseemsto
indicateotherwise.Withfewexceptions,twogamesthatarefunctionally
equivalent,withequallyeffectivemarketinganddifferingonlyinthequalityof
theiruserinterfacelayers,willnotperformequallyinthemarket.Itwouldbe
temptingtosaythatthegamewiththemostvisuallyandtechnicallystunning
userinterfacewouldsellbetter—andweknowthatwouldpleasealotof
developersandartistsoutthere—but,allthingsbeingequal,thatisnotthecase.
Infact,giventhesetwofunctionallyequivalentproducts,theonewiththe
interfacethatismostfitforthepurposewillbethemostsuccessful.(Ofcourse,
youcanpublishallmanneroftripeifyouhaveabignamelicenseattachedtoit.
Somethingswillneverchange.)
WhatIstheUserExperience?
Userexperience:Thetermsoundssuspiciouslylikeacoupleofstrung-together
buzzwordsyou'dexpecttoseeonpooradvertisingcopy.Obviously,that'san
impressionwe'dratherdispelasquicklyaspossible,solet'sattemptto
"debuzzify"thetermbydescribingexactlywhatwemean.
Wedefinetheuserexperienceasthetotalpackagepresentedtotheplayerwhen
sheplaysthegame.Itisthecombinationofthreedistinctareasofthedesign—
thevisualelement,theaudioelement,andtheinteractiveelement—andis
concernedwiththeirimpactontheuserinterface.Thefollowingsectionsgivea
briefprecisofwhatwe'llbecoveringinmoredetail.
NOTE
Toreadmoredetailsonuserexperience,seeTheElementsofUser
ExperiencebyJesseJamesGarrett(?2003NewRidersPublishing).
TheInteractiveElement
Theinteractivepartoftheuserexperienceisconcernedwiththewaytheplayer
interactswiththegame.Thisistiedincloselywiththevisualaspectbutismore
concernedwiththe"feel'*partof"thelookandfeel."Here,weareconcernedwith
thefunctionalaspectsoftheuserinterface—thenavigationalpathwaysthrough
thesystem—andthephysicalcontrollersetup.Howtheinterfacelooksis
consideredonlyasfarasitaffectstheusability.
TheVisualElement
Thevisualelementconcernsthe"look"partofthe"lookandfeel."Here,we
considertheoverallimpactoftheartworkandhowitmeshesandcombinesto
presentanoverallconsistentpicturetotheplayer.Thisiscloselyrelatedtothe
interactiveexperience—onehasadirectinfluenceontheother—butwewill
attempttodiscusstheareasseparatelyandexplainwherethereiscrossover
betweenthetwo.
TheAudioElement
Often,theaudiopartsofagamearenotconsideredinasmuchdepthasthe
visual"in-your-face"areasofthegame.However,audioisjustasimportantfor
bothatmosphereandplayerfeedbackasthevisualcomponents.Eventhough
soundisofteninthirdplaceafterthevisualandinteractiveelements,thefact
thatmanygamesareunplayablewithoutitclearlyindicatestheimportanceof
sound.(Although,strictlyspeaking,nogameshouldbedesignedthat
necessitatessound.Thatunfairlydiscriminatesagainstthehearingimpaired.)
TheHuman-ComputerInterface
Designingagooduserinterfaceisnotabouthowbeautifulandwhizzyyoucan
makeyourbuttons.Infact,thecoreessenceoftheuserexperience—enabling
theplayertointeractwiththegameworld-doesn'tneedanyfancygraphicsor
sound.Thefunctionalitythatallowsaplayertointeractwiththegameeffectively
couldtheoreticallybeimplementedusingsimpleplaceholderelements.Infact,
whiletheinterfaceisbeingdesigned,thisistherecommendedapproach—ifs
faster,andmoreresource-efficient.
Asyoumayhavealreadyrealized,weplacemoreimportanceonthefunctional
aspectsoftheuserinterfaceoverthepurelyaestheticaspects.Althoughwecould
arguethataperfectlyfunctionaluserinterfacehasacertainaestheticappeal,we
willnotlimitourselvestothisinourdiscussion.Wewouldbefoolishtocompletely
disregardtheaestheticrequirements—eyecandysellsandcertainlyprovidesa
moreenjoyable,immersiveexperience—buttheyshouldbesecondarytothe
functionalaspects.
"WhenIamworkingonaproblem,Ineverthinkaboutbeauty.I
onlythinkabouthowtosolvetheproblem.ButwhenIhave
finished,ifthesolutionisnotbeautiful,Iknowitiswrong."
—BuckminsterFuller,1895-1983
Thefunctionalityoftheuserinterfaceisthemostimportantconsideration.After
all,whatplayerisgoingtotakethetimetoplayabeautifulgameifshecan't
figureoutwhichexquisitelydetailedpictureisthebuttontostartthegame?
Conversely,evenwiththemostefficientuserinterface,fewpeoplewillbother
withthegameifit'sasuglyassin.
Consequently,thediscussionsinthischaptertakeonadualaspect:First,and
mostimportantinourview,wewillconcentrateonthefunctionalityoftheuser
interface.Afterwehavediscussedthefunctionalaspects,wewillconcentrateon
theaesthetics,payingparticularattentiontomakingsurethattheaestheticsdo
notimpactthefunctionality.Notethatpurephysicalbeautyisnottheprimary
meaningofaestheticsforauserinterface.Fitnessforpurposeisafarmore
importantaestheticconsideration.Thisdoesn'tnecessarilyexcludehavinga
beautifulinterface,butwedoinsistthatthereshouldbemoretothebeautythan
mereappearances.Abutterflymaybeprettierthanarubberliferaft,butwhich
wouldyouratherhavewithyouonastormysea?
EvolutionoftheUserExperience
Inordertosetacontextforthediscussioninthischapter,itwillbeworthour
whiletotakeabrieflookathowtheuserexperiencehasprogressedoverthelast
20orsoyears.
Twentyyearsago,eachgamehadadifferentinterface,althoughusuallythere
wassomeinfluencefromothersources—consolegames,arcadegames,andother
gamesinthesamegenre.Itwasn'tuntiltheadventofthewindowedoperating
systemsthatanyformofhomogenywasachieved.Nowadays,wedon'teven
thinktwicebeforeusingthemousetonavigateandclickingthemousebuttonto
pressanonscreenbutton.It'sadefactostandardnow(onthePCatanyrate),
butitusedtobeanovelty.
ArcadeGames
Initially,thegameinterfacewassimple.Forarcade-stylegames,therewouldbe
atitlescreenwithinstructions(usuallylimitedtoasimpleexplanationofthe
controls)orasimpleattractmodethatcycledbetweentwoorthreescreens(title,
instructions,andahigh-scoretable).Thegamewouldremaininthisstateuntil
theplayerpressedtheStartbutton.
Thissoonevolvedtoincludeafourthscreen:thedemomode.Forasmalllength
oftime(usually30secondsorso),asequencewasshownfromthegameinplay,
implementedeitherasaslideshowofscreensfromvariouslevelsorasoneofa
selectionofshortsnippetsofgameplay.
Oncethegamewasstarted,thein-gameinterfacewasusuallyverysimple(see
Figure6.1).Theplayingareawouldtakeupmostofthescreen.Therewouldbea
scoredisplay,ahigh-scoredisplay,aleveldisplay(ifappropriate),anda"lives
remaining"display.Thesewouldbeplacedatthetoporbottomofthescreen.
Andformanyyears,thatwasabouttheextentofthearcadegameinterface.Of
course,thereweresubtlevariationsonthistheme—forexample,apowerlevel
meterinadditiontoorinsteadofa"livesremaining"display,andtheoddbitof
pertinentinformationspecifictothegame,suchas"numberoflines"inTetris.
Figure6.1.Thestandardarcadegameinterface(Pac-Man
Plus).
Williams'sDefender(showninFigure6.2)wasarguablythefirstgametoenhance
thiscoreinterfacebyaddingaminimap;itwasoneofthefirstgameswitha
playingarealargerthanthevisiblescreen.
Figure6.2.Williams'sDefender.
Withoutwaxingtoolyricallyaboutthenostalgiavalueofthisproto-interface,it
hastobesaidthattherewasacertainpurityofpurposepresent.Allthe
informationthattheplayerneededtobeabletoplaythegamewasthereata
glance.Ofcourse,itwasn'tthatdifficulttoachieve,either;thelimitationsofthe
formatprettymuchdictatedthatthegamesbefairlysimple.Anyhomogenyof
interfacewastheresultofthefactthattherewereonlyafewsensiblewaysof
displayingthesameinformation.Therealprogressoccurredwhentheplayer
neededtobefedtoomuchinformationtobedisplayedonthescreenatonce.
Mostarcadegamesaresimpleenoughtobeabletopresentallthenecessary
informationonasinglescreen,andit'sjustaswellthatthisisthecase,because
switchingtoaninformationscreeninthemiddleofafast-pacedgameisnota
recipeforsuccess.Forthosewantingtoinvestigatesomeoftheseclassicarcade
gamesfurther,theMAME(MultipleArcadeMachineEmulator)website,
,isagoodstartingpoint.
Consideranexampleofinterfaceevolution:thehumblegolfgame.Presumably,
youarefamiliarwiththebasicsofgolf:Takeastick,goforawalk,andhita
smallballtowardamarginallylargerholewithasmuchforceasyoupossiblycan.
Asenjoyableasthatsounds,agoodnumberofdevelopershaveinjectedeven
morefunintothesportbyallowingyoutosimulateitwhilenotmovingfromthe
frontofyourcomputer.Ofcourse,golfhasanelementofskillintheaimingand
timingoftheswing.Walkingfromholetoholeisalsoanimportantpartofreal
golf(sociallyspeaking,anyway),butthiswouldnottranslatewellasafun
gameplayfeature,andsoitisusuallyskipped.Hence,it'salogicalassumption
thatgamedesignersmadetheactualswingingatandhittingoftheballthemain
focusofthegame.
Infact,takingalookattheroughlineageofgolfgames,itcanbeseenthatthis
interfacewasperfectedearlyon(aroundthetimeoftheoriginalLeaderboardgolf
game,showninFigure6.3)andhasonlyhadminortweakssincethen,ignoring
theoddshort-lived'devolution"thathasoccurredinthemeantime.Thefirst
buttonclickstartedthepowermeterrising,thesecondbuttonclicksetthepower
(whereuponthemeterindicatorwouldbegintofall),andthethirddeterminedthe
accuracyoftheshot;ithadtobeclickedwhentheindicatorreturnedtothe
startingposition.Gettingitexactlyrightresultedinaperfectshot.Apartfromthe
switchfromkeyboardtomouseortrackball,therehasbeenverylittle
modificationtothissystem;it'stheperfectinterfaceforthegolfgameandhas
beenrelieduponsincethen.Evenfairlyrecentgames,suchasthelatesteffortin
theLinksseriesofgames,havestucktothisbasicmechanicforgameplay.Even
GoldenTee,thelatestinalongseriesofgolfgames,usesatrackball-based
evolutionofthisoriginalinterface.
Figure6.3.U.S.Gold'sWorldClassLeaderboard.
Thisdemonstratesanimportantpoint:Asidefromtheoccasionalflashof
brilliance,thegeneralprogressionofgameinterfaceshasbeenanevolutionary,
notrevolutionary,one.
AdventureGames
Traditionally,adventuregamesweretext-based.Theplayerinteractswiththe
systembyreadingatextualdescriptionofthelocation,andperformingqueries
andactionsbasedonthatdescription.
Thefirstadventurestooktheirinputina"verb-noun''format.Thatis,"Take
Food"wouldwork,whereas"TaketheFoodontheTable"wouldberejected.
Movementcommandsgenerallytookthesingle-wordform—Up,Down,North,
East,South,West—andcouldbeabbreviatedtoU,D,N,E,S,W,NW,NE,andso
on.
Adventuregamesusedtobeapopularandlucrativesectionofthegamesmarket.
Overtime,thesophisticationoftheparserallowedimprovementsinthenatureof
sentencesusablewiththegames,andthequalityofthewritingcorrespondingly
improvedwiththeincreasingcapabilitiesofthetargetmachines.Gamessuchas
TheHitchhiker'sGuidetotheGalaxyfromInfocom(publishersoftheoriginal
Zorkseriesofgames)andFish!fromMagneticScrollsaregoodexamples.Forthe
curious,aJavaversionofTheHitchhiker'sGuideisavailabletoplayat
D(/creations/infocomjava.html).
Eventually,simplegraphicsappearedtohelpenliventhetextualdescription.This
improvedtheatmospheretoadegree,butalsocoincidedwithageneraldecrease
inthequalityofthewriting.Thedesignersreliedmoreonthegraphics(it'seasier
todrawagoodpicturethantocraftgoodtext)totellthestory,andthewriting
sufferedcorrespondingly.Thegraphicstendedtobepresentedinoneoftwo
forms:aseitherafull-screenimagethatwasdisplayedbrieflyonenteringanew
locationbeforeclearingtoallowthetexttobedisplayed,orasasplit-screenstyle,
occupyingaportionofthescreen(usuallythetophalf).
Apartfromgeneralimprovementstotheparser,whichisindirectlyrelatedtothe
qualityofthegameinterface,thiswasthepinnacleoftheadventuregame
interface.Today,textadventuregamesarenotcommerciallyviable,buttheydo
liveonintheformofMUDs(multiuserdungeons)andMUSHs(multiusershared
hallucinations).ForthosewantingtoinvestigateMUDsandMUSHsfurther,agood
placetobeginis.
GraphicAdventures
Graphicadventuresarethespiritualsuccessortotextadventures.Takingthe
maxim"apictureisworthathousandwords'*astheirrallyingcry,designers
begantotakeadvantageoftheincreasingpowerofcomputerstocreateafully
graphicalinterfacetothestandardadventuregame.
Inmanyways,thiswasunfortunate.Wemaylamentthedegradationof
standardsfromtheclassicadventuregame—similartothepreferenceofa
significantportionoftoday'syouthforwatchingcartoonsoverreadingagood
book—butwecannotarguewithprogress.Simplyput,textadventuresthat
requiredtheplayertotypeintheircommandsdidnotappealtotheconsumerin
thesamewayasagraphicadventure,whichis,ineffect,aninteractivecartoon.
Thataside,thepoint-and-clickinterfaceofthegraphicadventurehaschanged
verylittleovertheyearssincethefirstappearanceofthegenre.Fromthe
earliestLeisureSuitLarrygames(showninFigure6.4)throughthelatestinthe
MonkeyIslandseries(showninFigure6.5),theinterfacehasremainedpleasingly
consistent.Theinterfacetoagraphicadventureisafairlysimpleconstruct.Most
graphicadventuresare2Dorpseudo-3D(thatis,theyuse3Dgraphicsina2D
scene-orientedfashion,ratherlikeastageshow),andconsequently,onlya
relativelysimplegameinterfaceisrequired.
Figure6.4.LeisureSuitLarryII.
Figure6.5.EscapefromMonkeyIsland.
Therearetwomainparadigmsfortheinterfacethatarecurrentlyinuse.Thefirst
isthesplit-screentext-oricon-basedinterface,wheretheplayerselectsactions
intheselectionareaofthescreenandwatchestheresultsintheresultsportion
ofthescreen.AnexampleofagamethatusesthisformatisLucasArts'sManiac
Mansion:DayoftheTentacle,showninFigure6.6.
Figure6.6.ManiacMansion:DayoftheTentacle.
Thesecondparadigm,usedbysuchgamesasMyst(showninFigure6.7).uses
thewholescreenastheinterface.Theplayermovesthecursoraroundthescreen
andclicksonobjectsorcharactersofinterest.Inthisway,thestoryisvisually
progressedbyplayerinteraction.Whatthisformatlosesinflexibilityoverthefirst
system,itgainsinatmosphereandimmersion.
Figure6.7.Myst.
WearenotgoingtoincludegamessuchasIonStorm'sDeusExinthecategory
ofadventuregames.Theactionquotientinthatgameistoohightowarrant
inclusion,andwewouldprefertoclassgamesofthistypeasaunionof
first/third-personshootersandrole-playinggames(eventhoughitisaclosecall
tomake).Adventuregames,ontheotherhand,aretypicallythoughtofasgames
thatrequirepurethoughtandlogic,andlittleinthewayofreflexes.Thus,the
gameinterfaceforthegraphicadventuredoesnothavespeedasoneofitsmain
priorities,insteadfocusingonclarityofuse.
Role-PlayingGames
Role-playinggames(RPGs),forthemostpart,havehadroughlythesameuser
interfacesincedayone.Thisisn'tnecessarilyagoodthing.Infact,thereisalot
aboutthestandardrole-playinggameinterfacethatwedonotlike,butaside
fromincrementalimprovements,itseemstobeacaseofusingwhatworkswell
enough,althoughanotableexceptionisthestartinginterfaceforMorrowind.Your
characterisdefinedbyyourresponsestoquestionsposedbyinteractive
charactersintheopeningpartofthegame.
Thegenericrole-playinggameinterfacecomesinthreesections:thecharacter
generationscreen,thein-gamescreen,andtheinventoryscreen.Thesedonot
seemtohavechangedmuchsincetheinceptionofthegenre,buttheirforms
havebeenmodifiedandrefinedsomewhat.
Take,forexample,anearlyrole-playinggame.OutoftheShadowsfromMizar
SoftwarewasreleasedfortheSinclairSpectrumin1984.Figure6.8showsthe
maingameandcharactergenerationscreenofthisgame.Payparticularattention
tothecharacterattributesontherightofthescreen.
Figure6.8.OutoftheShadowsmaingameandcharacter
screen.
IC?T「三LU
HER口zFoR
Race:eHum
Experince0
5tren9th10
Dexterity10
Hitpoints50
BUrden12
Oilti0
Torch0
Injur0
Rooms0
Treasu0
5aves0
Nowcontrastthiswiththecharactergenerationscreenfromamorerecentgame,
suchasBlackIsleStudio'sPlanescape:Torment,asshowninFigure6.9.
Figure6.9.Planescape:Tormentcharactergenerationscreen.
Apartfromthehugedifferencesinthequalityoftheartworkandthecapabilities
ofthetargetplatforms,thesescreensarescarilysimilarinfunction.Sure,there
areafewbellsandwhistlesaddedtothelatterexample,butfundamentally,the
functionalityhasn*treallychangedinthe16yearsbetweenthetwogames.Note
thatwefeelthatPlanescape:Tormentisanexcellentgame,andwearenot
tryingtoimplyotherwisebysinglingitoutforourexample.Wemerelywantto
illustratehowthebasiccharactergenerationinterfacehasnotchangedin
functionalityovertheyears.
Youmaybeoftheschoolofthoughtthatbelievesthislackofchangeisagood
thing.Afterall,it'sasystemthat'sbeeninusesincetheadventofpaper-and-
pencilrole-playinggamesinthe'70s.However,ourviewisdifferent.Whyuse
numbersatallinthegameinterface?Theywereanecessityinthepaper-and-
pencilrole-playinggames,butwhatacomputerisverygoodatisdealingwith
numbers.Whybothertheplayerwiththem?Having"SavingRoll+1"flashup
onscreenwhenwe'vejustdealtamightyblowtoazombiedoesnothingexcept
remindusthatwe'replayingadrygameofstatisticswithsomeprettygraphics
slappedontop.Weknowthatthisargumenthasbeenusedbefore,andthat
someplayersactuallyprefertodealwithnumbers—afterall,itdoesallowthe
playerstoknowexactlywheretheystandinthegame.However,wonderinghow
highyourhit-pointsarewhilesmitingazombiejarsyoursuspensionofdisbelief.
Letthoseplayerswhowanttodealwithnumbershavethem,butmaketheman
optioninthegame.Ifyouneedtodisplaynumbers(maybeforthesakeof
accuracy),thenatleastdisplaythemaslabelsonsomesortofbarchartorother
graphicalrepresentation.Tobefair,though,theuserinterfaceofPlanescape:
Tormentdoesallowsomelimitedhidingofthenumbers,borrowingthetechnique
ofdisplayinggraphicalpowerbarsfromothergenres,whichisaneatwayof
sidesteppingtheproblem.
StrategyandWarGames
Liketheircousin,therole-playinggame,strategyandwargameshavetheirroots
inboardgames.Hence,earlyeffortswereoftenheavyonthenumbersand
playedalmostexactlylikeacomputer-controlledboardgame.Oneofthefirst
breakthroughtitlesthatheraldedtherootsofthemoreaccessiblearcade-strategy
genrewasatitlereleasedfortheSinclairSpectrumbackin1984,calledStonkers
(seeFigure6.10).Thisgamepresentedsimulatedwarinamoreaccessible
arcade-influencedformatandisarguablytheveryfirstRTS(real-timestrategy)
wargame,introducingmanyoftheconceptsthatarefamiliarintoday'sRTSand
strategygames.
Figure6.10.Stonkers.
EASYGAME
MorerecentRTSgames(suchasSuddenStrike,showninFigure6.11),classic
strategygames(suchasCivilizationIII,showninFigures6.12and6.13),andthe
moretraditionalwargames(suchasSidMeier'sGettysburg,showninFigure6.14)
haveasimilaruserexperience—atleastatasuperficiallevel.Allgamesofthis
typeareconcernedwiththesamebasicsetofactions:controllinglargegroupsof
unitstosolveagoalthatcouldnotbeachievedbyoneunitalone.Ofcourse,
onceyougobeyondthissuperficiallevel,thereissomevarianceintheuser
interface;forexample,CivilizationIIIhasadiplomaticandcitycontrolinterface
thathandlesspecificdecisionsatawiderlevelthanthosesimplyconcernedwith
unit-andgroup-leveldecisions.
Figure6.11.SuddenStrike.
Figure6.12.Civilization111in-gameinterface.
Figure6.13.Civilization111foreignadvisoryinterface.
Figure6.14.SidMeier'sGettysburg.
Becauseofitsuniversalnature,theunit-andgroup-basedinterfacehasevolved
toallowtheplayertocontrolthesegroupseasily.GamessuchasBlizzard's
WarcraftandWestwood'sCommandandConquerserieshavehelpeddefinethe
standardinterfaceforRTSgamesthatmostgamesnowfollow.Left-clickingto
selectaunit,andthenright-clickingonanobjecttoselectacontext-sensitive
actionfortheunittoperformonthatobject,havebecomefamiliaractionsfor
mostRTSgamers.Morerecently,theabilitytoclick-dragselectagroupofunits
(amethodborroweddirectlyfromtheWindowsoperatingsystem)hasbeen
addedtotherepertoire.
However,asthesegameshavebecomemorecomplex,waysofmanagingthat
complexitybecomeneeded.Thishaspromptedadivergenceintheinterfaces,
especiallywithrespecttothecameracontrolmechanismsinthosegamesthat
givetheplayercontrolofthecamera(althoughwhytheplayerwouldwantto
controlthecameraisbeyondus—exceptinspecialsituations,thatshouldbea
jobforthecomputer).
Strategygamesandwargamesarecharacterizedbythestrategic-leveldecisions
theplayerisrequiredtomake.Consequently,theinterfacehastoallowthe
playertomakethesestrategicdecisions.Notethatalotofthesegames(for
betterorworse)alsoincludeafairamountofmicromanagementofindividual
units,usuallyintheformofgivingordersortraining.Thismicromanagementis
usuallyhandledbyacontextualiconicinterface.
Inordertobeaneffectiveinterface,ithastoseamlesslyhandlethreelevelsof
abstraction:grandstrategy(asinFigure6.13),groupandunitnavigation(asin
Figure6.14),andunitmicromanagement(asinFigure6.15).Notalltheselevels
arenecessarilypresent,dependingonthestrategicslantofthegame.Asa
generalrule,RTSgamestendtofocusonthelattertwolevels,groupandunit
navigationandunitmicromanagement.Moreseriouswargamestendtouseall
threelevels,usuallywithafocusonthegrandstrategicandthegroupandunit
navigationlevels.Purestrategygames(akintocomputer-controlledboard
games),suchasRisk(showninFigure6.16),focusonthegrandstrategiclevel,
withvaryinglevelsofusageofthelattertwolevels.Ofcourse,thebestofthese
gamesallowtheplayertochoosetowhatlevelhewantstoinvolvehimself—from
theoverseeingdictatorfigureallthewaydowntothebean-counting
micromanager,andanywhereinbetween.SidMeier'sCivilizationseriesofgames
areexcellentintheiruseofthecomputertohandlesuchmenialtasksatthe
player*srequest.
Figure6.15.Starcraft'sunitmicromanagementinterface.
Figure
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