<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>BrandFeelsGood &#187; Game Interface Design</title>
	<atom:link href="http://brandfeelsgood.com/category/gameinterfacedesign/feed/" rel="self" type="application/rss+xml" />
	<link>http://brandfeelsgood.com</link>
	<description>It&#039;s the little things that count!</description>
	<lastBuildDate>Tue, 27 Jul 2010 11:22:14 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>Design a menu &#8211; How to</title>
		<link>http://brandfeelsgood.com/2010/design-a-menu-how-to/</link>
		<comments>http://brandfeelsgood.com/2010/design-a-menu-how-to/#comments</comments>
		<pubDate>Sat, 29 May 2010 10:13:06 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Interface Design]]></category>

		<guid isPermaLink="false">http://brandfeelsgood.com/?p=377</guid>
		<description><![CDATA[A well designed interactive menu has an obvious purpose and its behavior is predictable. An interactive menu must have: Title to describe purpose, e.g. game name or sub menu category Symbol to indicate current selection, could also be a border / reverse highlight High contrast text, (and easy to read) Concise, keep your labels short [...]]]></description>
			<content:encoded><![CDATA[<p><strong>A well designed interactive menu has an obvious purpose</strong> and <strong>its behavior is predictable</strong>.</p>
<p>An interactive menu <strong>must have</strong>:</p>
<ul>
<li><strong>Title</strong> to describe purpose, e.g. game name or sub menu category</li>
<li><strong>Symbol</strong> to indicate current selection, could also be a border / reverse highlight</li>
<li><strong>High contrast text</strong>, (and easy to read)</li>
<li><strong>Concise</strong>, keep your labels short and meaningful</li>
</ul>
<p>A couple of examples:</p>
<h3>The almost good</h3>
<div id="attachment_385" class="wp-caption alignnone" style="width: 410px"><a href="http://brandfeelsgood.com/wp-content/uploads/2010/05/menu_design-verge.png"><img class="size-full wp-image-385 " title="menu_design-verge-cropped" src="http://brandfeelsgood.com/wp-content/uploads/2010/05/menu_design-verge-cropped.png" alt="" width="400" height="250" /></a><p class="wp-caption-text">Light yellow text is hard to differentiate from white text</p></div>
<p>The poor features of this design:</p>
<ul>
<li>The current selection (start game) is not clear enough, an indicating symbol is not present</li>
<li>Light yellow text is hard to differentiate from white text</li>
</ul>
<p>This menu could be easily improved by adding a reverse highlight or a symbol next to the current selection.</p>
<p>The Verge menu does have some nice features; it&#8217;s concise, and the sound and music states are clearly indicated.  <a href="http://www.kylepulver.com/view.php?id=45">Verge by Kyle Pulver</a>.</p>
<h3>The awesome</h3>
<div id="attachment_383" class="wp-caption alignnone" style="width: 410px"><a href="http://brandfeelsgood.com/wp-content/uploads/2010/05/menu_design-brutal_legend.jpg"><img class="size-full wp-image-383" title="menu_design-brutal_legend-cropped" src="http://brandfeelsgood.com/wp-content/uploads/2010/05/menu_design-brutal_legend-cropped.png" alt="" width="400" height="250" /></a><p class="wp-caption-text">Current selection is clearly highlighted</p></div>
<p>The right way, an example from Brutal Legend, clear and obvious.</p>
<p>The menu interface was designed by <a href="http://www.youtube.com/watch?v=VK_ldZ6op1w">Joe Kowalski &#8211; see his design  in action</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://brandfeelsgood.com/2010/design-a-menu-how-to/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to exit a game gracefully</title>
		<link>http://brandfeelsgood.com/2010/how-to-exit-a-game-gracefully/</link>
		<comments>http://brandfeelsgood.com/2010/how-to-exit-a-game-gracefully/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 10:58:02 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Interface Design]]></category>

		<guid isPermaLink="false">http://brandfeelsgood.com/?p=338</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Two keys should always be available</strong> for the player to quit your game gracefully, the <strong><em>ESC</em> key</strong> and the <strong><em>ALT + F4</em></strong> combo.</p>
<p><strong>Why</strong>: <em>ESC</em> and <em>ALT + F4</em> are <strong>expected to be available</strong> when using any Windows application.</p>
<p><strong><em>ESC</em> key</strong></p>
<ul>
<li>When pressed the player is prompted for confirmation that they want to exit</li>
<li>While the confirmation prompt is displayed, the player can press <em>ESC</em> to cancel the exit action and go back to the previous mode they were in</li>
<li>The <em>ENTER</em> key and the <em>SPACE</em> key (when pressed) confirms that the player wants to exit and the game immediately quits</li>
</ul>
<p><strong><em>ALT + F4</em> key combo</strong></p>
<ul>
<li>When pressed together the game should exit without prompting the player</li>
</ul>
<p><strong>Exceptions</strong>:</p>
<ul>
<li>If your game has only one mode i.e. gameplay (and no menus) then it should be safe to use <em>ESC</em> without prompting the player for confirmation.</li>
</ul>
<p><strong>Notes</strong>:</p>
<p>I&#8217;ve only covered the basics here, I&#8217;ve omitted how to handle saving game state and how to use the mouse to exit the game.  If you don&#8217;t have the basics implemented, chances are you&#8217;re doing something wrong.</p>
]]></content:encoded>
			<wfw:commentRss>http://brandfeelsgood.com/2010/how-to-exit-a-game-gracefully/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Keyboard shortcuts &#8211; keep the order friendly</title>
		<link>http://brandfeelsgood.com/2009/keyboard-shortcuts-keep-the-order-friendly/</link>
		<comments>http://brandfeelsgood.com/2009/keyboard-shortcuts-keep-the-order-friendly/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 05:00:43 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Interface Design]]></category>
		<category><![CDATA[Quake Wars Enemy Territory]]></category>

		<guid isPermaLink="false">http://brandfeelsgood.com/blog/?p=68</guid>
		<description><![CDATA[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&#8217;re ordered: F6, F7 and F5! This is not a show stopping bug or broken feature, but it feels bad [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://brandfeelsgood.com/wp-content/uploads/2009/06/keyboard_shortcuts_get_the_order_right.png"><img class="alignnone size-full wp-image-70" title="keyboard_shortcuts_get_the_order_right" src="http://brandfeelsgood.com/wp-content/uploads/2009/06/keyboard_shortcuts_get_the_order_right.png" alt="keyboard_shortcuts_get_the_order_right" width="482" height="358" /></a></p>
<p>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 <strong>F5, F6 and F7</strong>, but<strong> in the menu they&#8217;re ordered: F6, F7 and F5!</strong></p>
<p>This is not a show stopping bug or broken feature, but it feels bad for the players who use keyboard shortcuts and it&#8217;s unnecessary.</p>
<p>The correct order should be:</p>
<ul>
<li>(F5) &#8211; Strogg</li>
<li>(F6) &#8211; Spectator</li>
<li>(F7) &#8211; GDF</li>
</ul>
<p>Fix the little things!  Navigating a lot of interface problems, or even a few, can feel like a real grind. This diminishes the player&#8217;s view of your game and brand.</p>
<p>Note: I&#8217;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&#8217;s alphabetical order.)</p>
]]></content:encoded>
			<wfw:commentRss>http://brandfeelsgood.com/2009/keyboard-shortcuts-keep-the-order-friendly/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tribly: The Art Of TheftRemoving Ambiguity &#8211; What mode does color indicate?</title>
		<link>http://brandfeelsgood.com/2008/remove_ambiguity_by_removing_color/</link>
		<comments>http://brandfeelsgood.com/2008/remove_ambiguity_by_removing_color/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 11:42:09 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Interface Design]]></category>

		<guid isPermaLink="false">http://brandfeelsgood.com/blog/?p=19</guid>
		<description><![CDATA[Summary: When indicating a danger mode use an obvious visual indicator, a color choice may not convey the intended meaning. Problem: Icon color changes to indicate one of two modes, this forces the player to think about which color indicates which mode. Solution 1: Indicate when the player is in danger of being seen, this [...]]]></description>
			<content:encoded><![CDATA[<p>Summary:<br />
<strong>When indicating a danger mode use an obvious visual indicator, a color choice may not convey the intended meaning.</strong></p>
<div class="wp-caption aligncenter" style="width: 460px"><a href="http://brandfeelsgood.com/images/tribly_game_screen.png"><img src="http://brandfeelsgood.com/images/tribly_game_screen-small.png" alt="Tribly: Art of Theft game screen shot" width="450" height="338" /></a><p class="wp-caption-text">Tribly: Art of Theft game screen shot</p></div>
<p><strong>Problem</strong>: Icon color changes to indicate one of two modes, this forces the player to think about which color indicates which mode.</p>
<div class="wp-caption aligncenter" style="width: 434px"><img src="http://brandfeelsgood.com/images/tribly_eye_icon-original.png" alt="Eye icons" width="424" height="117" /><p class="wp-caption-text">Eye icons</p></div>
<p><strong>Solution 1</strong>:  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.</p>
<div class="wp-caption aligncenter" style="width: 434px"><img src="http://brandfeelsgood.com/images/tribly_eye_icon-suggested_fix.png" alt="" width="424" height="117" /><p class="wp-caption-text">Solution - only show the icon when the player needs to be alerted</p></div>
<p><strong>Solution 2</strong>:  Coming soon&#8230; This small improvement is part of a series of design iterations I&#8217;ll be suggesting to improve the player&#8217;s experience in Tribly.</p>
<p><a href="http://www.escapistmagazine.com/content/games/yahtzee/artoftheft">Tribly: The Art Of Theft</a> was designed by Ben &#8216;Yahtzee&#8217; Croshaw, if you haven&#8217;t already heard of Ben, he creates the fabulous <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation">Zero Punctuation video game reviews</a>.<br />
Ben&#8217;s website is <a href="http://fullyramblomatic.com">fullyramblomatic.com</a></p>
]]></content:encoded>
			<wfw:commentRss>http://brandfeelsgood.com/2008/remove_ambiguity_by_removing_color/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>AquariaWhich Menu Screen is Selected?</title>
		<link>http://brandfeelsgood.com/2008/use_visual_hints_in_game_menus/</link>
		<comments>http://brandfeelsgood.com/2008/use_visual_hints_in_game_menus/#comments</comments>
		<pubDate>Sun, 20 Jan 2008 04:22:29 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game Interface Design]]></category>
		<category><![CDATA[Aquaria]]></category>

		<guid isPermaLink="false">http://brandfeelsgood.com/blog/?p=7</guid>
		<description><![CDATA[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. 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&#8217;s easy to choose [...]]]></description>
			<content:encoded><![CDATA[<p>Update! <strong>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.</strong> A definite improvement.</p>
<div id="attachment_16" class="wp-caption aligncenter" style="width: 136px"><a href="http://brandfeelsgood.com/wp-content/uploads/2008/11/aquaria_menu_buttons_fixed.png"><img class="size-full wp-image-16" title="aquaria_menu_buttons_fixed" src="http://brandfeelsgood.com/wp-content/uploads/2008/11/aquaria_menu_buttons_fixed.png" alt="Aquaria menu buttons with a soft glow effect" width="126" height="40" /></a><p class="wp-caption-text">Menu button highlighted with a soft glow effect</p></div>
<p>Summary:<br />
<strong>When designing menu screens, use visual hints to indicate the current menu</strong>.</p>
<p><a href="/images/aquaria_recipe_screen.jpg"></a></p>
<p style="text-align: center"><a href="/images/aquaria_recipe_screen.jpg"><img src="/images/aquaria_recipe_screen-small.jpg" alt="Aquaria recipe screen" width="450" height="338" /></a></p>
<p align="center">Recipe screen from Aquaria</p>
<p><strong>Problem</strong>: When searching for a menu button it&#8217;s easy to choose the same menu button twice, the button currently selected is not clearly indicated.</p>
<p>Aquaria uses a tab like menu system divided into four menu screens, each screen is similar to the others.</p>
<p style="text-align: center"><a href="/images/aquaria_menu_screens.jpg"><img src="/images/aquaria_menu_screens-small.jpg" alt="Aquaria menu screens" width="450" height="338" /></a></p>
<p align="center">Menu screens</p>
<p><strong>Solution</strong>:  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.</p>
<p style="text-align: center"><img src="/images/aquaria_menu_buttons_without_hint.jpg" alt="Buttons without visual hint" width="234" height="83" /></p>
<p align="center">Menu buttons without visual hint</p>
<p style="text-align: center"><img src="/images/aquaria_menu_buttons_with_hint.jpg" alt="Buttons with visual hint" width="234" height="83" /></p>
<p align="center">Menu buttons with visual hint to indicate selected menu</p>
<p align="center">
<p style="text-align: center"><a href="/images/aquaria_menu_screens_with_hints.jpg"><img src="/images/aquaria_menu_screens_with_hints-small.jpg" alt="Aquaria menu screens with hints" width="450" height="338" /></a></p>
<p align="center">Menu screens with visual hints</p>
<p><a title="Aquaria game website" href="http://www.bit-blot.com/aquaria/">Aquaria</a> is a beautiful game with beautiful artwork, however, <strong>beautiful artwork will not guarantee that a game feels beautiful to play</strong>. A menu system that is unpredictable removes that happy shiny feeling a gamer gets when playing a game.</p>
<p align="left">
]]></content:encoded>
			<wfw:commentRss>http://brandfeelsgood.com/2008/use_visual_hints_in_game_menus/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
