Choose Your Games
Hot Games
Select Your Game
Wildstar
Wildstar Gold
Wildstar PowerLeveling
Wildstar CDKey
Aion
Aion Gold
Aion PowerLeveling
Aion Card
Aion Classic
Buy Gold
Albion
Albion Gold
Allods Online
Buy Gold
Anarchy
Anarchy Gold
Anarchy Items
Anarchy CDKey
ArcheAge
ArcheAge Gold
ArcheAge PowerLeveling
ArcheAge Items
ArcheAge CDKey
ArcheAge Unchained
Buy Gold
Buy PowerLeveling
Buy CDKey
ASTA
ASTA Gold
Atlantica
Atlantica Gold
Atlantica PowerLeveling
Atlantica Items
Nexon Cash Code
Aura Kingdom
Buy Gold
Buy Items
Black Desert
Buy Gold
Blade and Soul
Buy Gold
Buy PowerLeveling
Buy CDKey
Bless Global
Buy Gold
Bless Online
Buy Gold
Buy PowerLeveling
Buy CDKey
Bless Unleashed
Buy Gold
Borderlands 3
Buy Gold
C9: Golden Continent
Buy Gold
Cabal
Cabal Gold
Cabal PowerLeveling
Cabal Cash
Chimeraland
Buy Gold
Dark and Darker
Buy Gold
DC Universe Online
Buy Gold
Dofus Touch
Buy Gold
Dragomon Hunter
Buy Gold
Dragon's Prophet
Buy Gold
Buy Items
Buy CDKey
Dungeon Fighter Online
Buy Gold
Buy PowerLeveling
Eden Eternal
Buy Gold
ELOA
ELOA Gold
ELSword
ELSword Gold
Eve
Eve Gold
Eve Time Card
EverQuest
EverQuest Items
EverQuest Krono
EverQuestII
Buy Gold
Buy Items
EverQuestII Krono
Fallout 76
Fallout 76 Gold
Fallout 76 Items
FFXI
FFXI Gold
FFXI CDKey
FFXIV
FFXIV Gold
Fiesta
Fiesta Gold
Guild Wars
Guild Wars Gold
Guild Wars Items
Guild Wars 2
Buy Gold
Buy PowerLeveling
Buy CDKey
Habbo
Habbo Gold
Habbo CDKey
Hero Plus
Hero Plus Gold
Knight
Knight Gold
Last Epoch
Last Epoch Gold
LastChaos
LastChaos Gold
Lineage 2M
Lineage 2M Gold
Lineage2
Lineage2 Gold
Lineage2 PowerLeveling
Lineage2 CDKey
Lost Ark
Lost Ark Gold
Lost Continent
Buy Gold
Buy Items
Lotro
Lotro Gold
Lotro PowerLeveling
MapleStory Worlds
Buy Gold
MIR M
MIR M Gold
Mortal online 2
Buy Gold
MU Legend
MU Legend Gold
NeverWinter Online
Buy Gold
New World
New World Gold
New World PowerLeveling
NosTale
NosTale Gold
Palworld
Palworld Gold
Palworld Items
Path of Exile
Buy PowerLeveling
Buy Items
Phantasy Star Online 2
Buy Gold
Pirate101
Pirate101 Gold
Pirate101 Items
Ragnarok
Ragnarok Gold
Ragnarok Items
Rappelz
Rappelz Gold
Rappelz Items
Rappelz
Rappelz Gold
Rappelz Items
Ravendawn
Ravendawn Gold
ROM: Remember Of Majesty
Buy Gold
Royal Quest Online
Buy Items
Shaiya
Shaiya Gold
Shaiya PowerLeveling
Shaiya Items
Aeria Points
SilkRoad
SilkRoad Gold
SilkRoad Items
Silkroad Silk
SilkRoad R
SilkRoad R Gold
SilkRoad R CDKey
Star Citizen
Buy Gold
Star Wars: The Old Republic
Buy Gold
Buy PowerLeveling
Buy Time Card
Star_Trek
Star_Trek Gold
Summoners War Chronicles
Buy Gold
Temtem
Temtem Gold
Tibia
Tibia Gold
Toram Online
Buy Gold
Toram Online
Buy Gold
Torchlight Infinite
Buy Gold
Torchlight2
Buy Gold
Trove
Trove Gold
Trove CDKey
Uncharted Waters Online
Buy Gold
Undecember
Undecember Gold
Wakfu
Wakfu Gold
Wizard101
Wizard101 Gold
Wizard101 Items
Wizard101
Wizard101 Gold
Wizard101 Items
Yu-Gi-Oh! Duel Links
Duel Links Accounts

Home » Site News » User Interface Design's Imp...

User Interface Design's Importance to MMO

Tags :     

Greetings again members of the great pseudo society of the net.

I was wondering the other day as I was clawing my way through the EVE online trial that somehow, for all it's progressiveness, there is one area of design that online games are simply stuck in the stone age.

User. Interface. Design. Atlantica gold, I say that with all the periods to try and underscore how important it is, and it is important. It's probably one of something like three thrings that you simply have to get right, and if you don't you have not only done it wrong, but people will not play your game because you got it wrong.

Obviously there is mor than a simple right and wrong in this field, as there are certainly degrees of good interface design, but there are, at least as far as I can tell, two ways in which to be exactly wrong. Both of these deal not with the actual layout of the interface, but rather with the information that the interface presents the user.

The first way to truly fail at interface design is a scarcity of information in the interface. It is simply the nature of any complex game that certain information is required to play it effectively. Imagine playing a game of chess without knowing precisely where your opponents pieces were. This is the same sort of situation that you run into if you are playing a game and certain necessary pieces of information are denied to you.

Even in games where precise information is not provided to you there is almost always some indication of your status or situation through some method. It doesn't matter what kind of game you are playing, in order to play any sort of game there simply has to be some sort of representation of the players situation available to them.

The other cardianl sin of interface design is the more common one. Generally speaking there are very few games out there that make the mistake of not telling you enough. In fact I can't think of a single one without taking some time to consider it specifically. However there are a number that make the mistake of giving you just way too much information. This can be a problem for two reasons.

The first reason that this is simply unacceptable is that, if you are in fact actually required to have that much information to play your game in a normal manner, then your system is just too complicated and will not be fun. In fact it will rather feel like trying to read through a technical manual on a time limit. Granted there may be a number of players who find this sort of game fun, and more power to them, but I'm trying to make a point more for the general gamer here.

Even the most die hard, hardcore, whatever you want to call it, will generally only want to deal with a certain level of complexity while playing before it just becomes tedious. If you find yourself running into this problem it mighty be a signal that perhaps your design is starting to include complexity for the sake of being complex.

As a side note to that I would like to make a distinction between what I feel are two seperate entities. For lack of a better term, or perhaps because I simply don't know the technical term, I'll call them surface complexity, and system complexity. I'm entirely for complex game mechanics and systems, as I really don't want to move back to the days of pong.

However I think that there is a large amount of that information that doesn't necessarily always need to be at the surface of the user interface, which I'm going to call here the surface complexity. I'll try and explain that better in a short while after I go over the other problem with a glut of information.

The second way that having a godawful mess of information on the screen proves to be a problem is if most of the information you have displayed is hopelessly unimportant. There are some situations when you start up a new game and find yourself staring at six coloured bars, and a dozen panels with all manner of numbers, and lists of buttons, and all these things; but the problem is when you only need a minute portion of it to play in a general situation.

This is less a direct problem with the interface, though it certainly is unpleasant, but it is certainly a sign that the game design was not very carefully considered, and you will likely find that there are a number of things that are simply not, for lack of a better word, elegant.

Now as I said above, there are more or less only two situations that prove to be the "wrong answer" so to speak, and there is a wonderfully infinite set of situations between them, each of which can be said to be a better or worse solution to interface design. At this point I'm not even getting into the usability portion of interfaces which is very nearly a science in itself. Generally speaking I prefer that there is a highly complex system running the game, but I also would like it to be kept under the hood during the times that I am actually playing.

What I mean when I say this, is that I don't think that all those statistics and numbers should be permanently hidden from the player but rather should be provided on request. I may be strange but I find that character optimization is a fairly fun metagame that can be played when you're not up to much, or even when you're away from the game. In this way I think that you can find a workable combination of actual game complexity, while keeping the surface of the interface clean and usable.

Member Login

     

Forgot Password?

Contact

Skype: gameestEmail: [email protected]Discord: Gaimugold#1567

Complaint and Suggest