Tuesday 27 November 2012

Effective Interface Design

This blog post will be about what game I personally think has a good nterface design and then comparing it to a game that doesnt particually have a good interface design. The game that I think has a good interface design is from Call of Duty Black Ops. Reasons that I chose this game is because their interface is quite detailed, it has all the nessasary items and eqipment that you would need to know whilst player either online or on the campaign such as how much ammo you have left in you ammo clip and also how much ammo you have left to reload, it also reminds you about your lethal grenades and your tactical grenades and then also your special item which on the picture to the right you can see that the player has a spy camera, when using the spy camera it would come up with a screen where the camera is facing. It also shows you the type of game you're playing and the core limit in the game and then finally it gives you a mini map in the top left corner of the screen which enables you to see where emeny units are in the map when you have certain kill-streaks avaliable or when an enemy fires without a suppressor.

Next I will be talking about a games interface which I think is bad is from the game Resident Evil 6. I've chosen this game because its interface design isn't as good as the one from Call of Duty Black Ops. Some of the reasons for this are because of the fact that everything you need is is stored in 1 little box in the bottom right corner of the game. When I'm playing it I think it's quite hard to read because of the fact that it's all in 1 spot and quite small font size. Creators of the game could change this by either spacing out the required information so it's easier to read or they even could do what Call of Duty Black Ops has done which is to spead the required information around the players screen such as the ammo counter, it's clearly visable and easy to read because it's by itself with nothing crowding it to make it difficult to read.



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