[games_access] "Can there be an interface standard in computer games?"
Jonathan Chetwynd
j.chetwynd at btinternet.com
Sat Feb 11 13:09:26 EST 2006
Well, believe it or not Ripley there is something afoot, possibly in
mouth ~:"
check out the source code for http://www.peepo.co.uk and taste the RDF.
RDF is metadata which describes a resource, in this case the
graphical interface in terms of a GUI with the intention that the
user could then configure to suit their needs or their equipment's
potential.
The relevant schema or rules for naming are here:
http://www.peepo.co.uk/temp/gui-schema
--- I would be pleased to incorporate input from IGDA members. ---
Please note that this makes no assertions regarding the quality, but
this naming is most probably an essential precursor.
further information on RDF and Accessibility is here: http://
www.cetis.ac.uk/groups/20020410132743/20040514150429
regards
Jonathan Chetwynd
On 11 Feb 2006, at 14:12, Barrie Ellis wrote:
Copied this from our forum here: http://www.igda.org/Forums/
showthread.php?s=41a094028d488fbca40f40f10a63f6de&threadid=20385
I would like to start a discussion about user interfaces in games.
Can there be an interface standard in computer games? Would this be a
good idea or is this just another way to restrict creativity? Is it
wise to generalize such a vital part of a game, just to improve
accessibility? Or wouldn't it be helpful to scale the GUI complexity
to the complexity of the player's situation?
Compare the standard World of Warcraft interface before and after the
usage of dozens of plugins which help one to deal with the enormous
amount of information. Wasn't this predictable in the designer's eyes
that the default GUI wouldn't satisfy the user's needs when the game
reached a certain progress? Or let's ask "Can we predict the growing
complexity of games, especially MMORGPs, at all?"
I think it would be very handy if an interface scales with the tasks
I do. Practically invisible when I just travel through the virtual
world and massively present providing me with any critical
information possible when I badly need it. But who judges what's
important for me and what's not?
Can it be said that there are quasi GUI standards in game genres? We
know they exist, indeed. For example in RTS games but what's about
RPGs? Are there common ways of displaying certain features like the
character menu and the inventory?
I looked through the RPGs of the last years and summarise: Yes there
are similarities but most interfaces are spoiled with needless visual
features. Fullscreen inventories hinder you from accessing items
during combat quickly and inappropriate usage/design of images and
icons distracts the user from selecting the right commands.
So I ask "Is it possible to generally formulate guidelines for
successful user interface in our games?"
__________________
Computer Science Student
Vienna University of Technology
AesA - founder and committee member
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