Project Goals

Our goal is to provide first and second year University students with a simple game that allows them to build the intuition and understanding of pointers as used in high level languages like C/C++. An educational game online could help motivate and engage these students to participate in a meaningful and educational activity and to explore key concepts outside of the classroom. Putting their theory into practice reinforces the theoretical elements and aids in their retention.

Friday, May 16, 2008

Game Interfaces

Important features of puzzle-adventure game interfaces

Navigation

  • Reversibility -- by allowing players to "undo" moves (generally in the same manner they were taken), exploration is considered to be more harmless and can be encouraged
  • Mystery -- by not revealing everything (example: an entire map) at once, players are forced to move through the game. Faster transportation between "zones" can be offered once the long way is found
  • Reality -- suspension of disbelief is assisted by making movement (characters, objects) take time instead of being instantaneous

Interaction

  • No error reports. The only actions players can make should all be legal. If it's illegal, the player shouldn't have the option to do it
  • Controls should be consistent. Only change the interface when the player makes a change
  • Corollary: objects with a timer (like bombs) break this rule, but are predictable
  • Consistency in similarity. Things (controls, objects) that look the same should have similar rules to help players learn about advanced mechanics
  • Immediate visual feedback
  • One window -- confine the game, everything outside of it is extraneous

There are other really interesting game tips (reality cues, general principles) on this site, but I was trying to focus on interface design and interaction with the player.

No comments: