January 24th, 2010
Two keys should always be available for the player to quit your game gracefully, the ESC key and the ALT + F4 combo.
Why: ESC and ALT + F4 are expected to be available when using any Windows application.
ESC key
- When pressed the player is prompted for confirmation that they want to exit
- While the confirmation prompt is displayed, the player can press ESC to cancel the exit action and go back to the previous mode they were in
- The ENTER key and the SPACE key (when pressed) confirms that the player wants to exit and the game immediately quits
ALT + F4 key combo
- When pressed together the game should exit without prompting the player
Exceptions:
- If your game has only one mode i.e. gameplay (and no menus) then it should be safe to use ESC without prompting the player for confirmation.
Notes:
I’ve only covered the basics here, I’ve omitted how to handle saving game state and how to use the mouse to exit the game. If you don’t have the basics implemented, chances are you’re doing something wrong.
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January 5th, 2010

Software patents stifle innovation, please sign the petition to have software patents baned in the EU.
We need:
- Copyright for software, but no patents
- Innovation not Litigation
Example of a software patent that stifles innovation:
Copy protection: Encrypt file so it can only be played on authorised devices. Patent number EP1072143.
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October 16th, 2009
The name of your game describes your game and your brand! Get it right! Scott Miller has written an article on what makes a good name based on his experiences, in summary:
- Meaningful title
- Short names are better than long names
- Avoid punctuation in the game title
- Avoid generic titles
- Avoid sequel numbers
“In general, a product name is one of the most important aspects of a brand. In effect, a name is a brand’s banner, or headline, and it needs to quickly convey a compelling, meaningful message about the product itself”. – Scott Millar
Read the entire article by Scott Millar: Why the game name matters
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August 17th, 2009
Things not to do when building your FPS:

Overloading buttons in Enemy Territory Quake Wars
Overloading buttons, – giving a button/key duel functionality. While this can sound ‘intuitive’, it leads to confusion, then frustration if the player must remember the mode the button is in. Infamous examples:
- Run toggle in Battlefield 2. Double pressing ‘W’ to run. The correct implementation is to use a key modifier, eg. while holding W press SHIFT.
- Different modes via the same key in Enemy Territory Quake Wars. Double pressing ‘5′ to enter deployment mode, a single press selects the repair tool. This is further aggravated as some player classes need only to press ‘5′ once to enter deployment mode! The solution is to have one key for deployment mode and a different key for the repair tool.
- Different weapons via the same key in CounterStrike. Solution: bind each weapon to an individual key.
Incorrect highlighting in multi-player. Mark the opposing team members on the HUD in the first person not 3rd person. (The world revolves around the player.) A good rule of thumb is that from the players view the enemy is always marked in red. Infamous examples:
- In CounterStrike the Terrorists are ALWAYS marked in red, the Counter Terrorists are ALWAYS marked in blue. From the player’s view point, when the player changes team the opposing team is now marked in a different color from what the player is used to. Solution: always mark the opposing team in red.
Relying on HUD Feedback during combat. Don’t assume the player can see the HUD during combat. During this mode the player is very focused on their target and will not see messages or visual alerts on the HUD. If you have vital information to communicate to the player during this mode, use sound for feedback. (Once the shooting starts the player won’t even see the taking damage feedback.)
- Example: ETQW overheat bar and stalker feedback

Right angles hinder the player's movement in the environment - an example from Enemy Territory Quake Wars
Objects interrupting flow in the level design. Objects should be clipped (an invisible wall added) to prevent catching the player or hindering the player’s movement. Examples:
- Handrails
- Door frames that jut out
- Indestructible twigs! If you need to block the player’s access to an area use an object that makes sense. e.g. a large tree or high berm.
Losing the player don’t let players be lost in the map this especially applies to multiplayer maps
Updates to this post: this post will be updated occasionally with more ‘to check’ items.
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July 8th, 2009
When it comes to free games versus paid-for games, I enjoy a game a lot more if I’ve paid for it.

Buying a game is one more risky decision that can be very rewarding, the rest are in-game. Just like playing a game and choosing between two weapons when you can only carry one.
Is the price of the game one more atom in a list of rewarding game ingredients?
Purchasing a well priced game make me feel great. An agonising decision is my favourite! Of course if the game sucks then I feel bad, and that’s not a good thing.
Something to think about when you go to price your game. Is the act of buying a game, a game we play with ourselves?
Note: New to game atoms? read Danc’s post on The Chemistry of Game Design
Posted in Marketing | 2 Comments »
June 13th, 2009

The function keys are used to choose which of the three teams the player wants to join. The order of the function keys on the keyboard are F5, F6 and F7, but in the menu they’re ordered: F6, F7 and F5!
This is not a show stopping bug or broken feature, but it feels bad for the players who use keyboard shortcuts and it’s unnecessary.
The correct order should be:
- (F5) – Strogg
- (F6) – Spectator
- (F7) – GDF
Fix the little things! Navigating a lot of interface problems, or even a few, can feel like a real grind. This diminishes the player’s view of your game and brand.
Note: I’ve only addressed the order of the keyboard shortcuts, the visual order of the team icons may also be improved by displaying the two player classes first, followed by the spectator mode. (Possibly GDF should come before Strogg as that’s alphabetical order.)
Tags: Quake Wars Enemy Territory
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November 19th, 2008
Summary:
When indicating a danger mode use an obvious visual indicator, a color choice may not convey the intended meaning.

Tribly: Art of Theft game screen shot
Problem: Icon color changes to indicate one of two modes, this forces the player to think about which color indicates which mode.

Eye icons
Solution 1: Indicate when the player is in danger of being seen, this is the only mode that is important to the player, no other indication is necessary.

Solution - only show the icon when the player needs to be alerted
Solution 2: Coming soon… This small improvement is part of a series of design iterations I’ll be suggesting to improve the player’s experience in Tribly.
Tribly: The Art Of Theft was designed by Ben ‘Yahtzee’ Croshaw, if you haven’t already heard of Ben, he creates the fabulous Zero Punctuation video game reviews.
Ben’s website is fullyramblomatic.com
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January 20th, 2008
Update! This problem has been addressed in the new version of Aquaria 1.1.0. A small glow effect now indicates which menu icon is selected. A definite improvement.

Menu button highlighted with a soft glow effect
Summary:
When designing menu screens, use visual hints to indicate the current menu.

Recipe screen from Aquaria
Problem: When searching for a menu button it’s easy to choose the same menu button twice, the button currently selected is not clearly indicated.
Aquaria uses a tab like menu system divided into four menu screens, each screen is similar to the others.

Menu screens
Solution: When the gamer clicks on the menu button, display a visual hint on or beside it. The hint remains visible until a different menu button is clicked on.

Menu buttons without visual hint

Menu buttons with visual hint to indicate selected menu

Menu screens with visual hints
Aquaria is a beautiful game with beautiful artwork, however, beautiful artwork will not guarantee that a game feels beautiful to play. A menu system that is unpredictable removes that happy shiny feeling a gamer gets when playing a game.
Tags: Aquaria
Posted in Game Interface Design | 1 Comment »