As
computer games have grown in size, budget and complexity, the natural
trend has been to make them more difficult to use, due mainly to the
host of features they include. Some years ago, when we were all playing
Pacman or Q-bert, there was no need to make a game simple to use: those
games were already so simple that any user interface (or no interface
at all) could make them enjoyable. This article focuses on how to make
today's games more fun to play by shortening learning cycles, thus making
it faster for the user to master them.
Getting
started, I will remind you that every learning process (driving a bike,
speaking Japanese, or playing Quake) can be described as a function
of time and knowledge. We begin in time zero with zero knowledge, and
our knowledge rises as we play until we reach a steady-state. You can
see such a function in Figure 1, and you can also notice how this curve
can be split in two parts. First we have a start-up or learning phase,
where the user tries to learn the rules of the new system. In our case,
for example, he would try to understand which controls are available
and what effects each have on the game. There are two key features to
this phase: the user knows only a subset of the game rules, and consequently,
his performance is limited.
The second
phase is the "cruise" or stationary phase, which starts when
the user knows all the rules of the game. The beginning of this phase
is not well delimited, but reached asymptotically in the knowledge vs.
time graph. In this second phase, the user knows all the rules of the
game, and thus has a higher performance.
The rest
of the discussion will focus on how to design an interface to shorten
phase one, and improve performance during phase two. This way we can
ensure faster and better playability.
I have
organized this article as a list of strategies that a designer may follow
to design better interfaces. Some ideas are classic, others are rather
new. Keep in mind, however, that the strategies I will be presenting
are not mutually exclusive, but complementary.
Figure
1. Time vs. Knowledge graph, A.K.A. Learning curve
Analogy
Learning
Our first
objective will be making the learning phase as short as possible. So,
we must find a way to make the game rules easy to assimilate. The best
way to do this is by ensuring the user knows how to play the game before
he plays it the first time. Sound stupid? Not really. Imagine you know
how to drive a car. Then, one day you decide to learn how to drive a
motorbike. As a car user, it will be easier and faster for you to pick
up the bike's controls, probably much easier than if you didn't know
how to drive a car. Why? Because both actions share common knowledge
that our brain can easily extrapolate. This concept is called analogy
reasoning, and its main theorem states that:
It
is easier for us to gain knowledge over some subject if this subject
is related in some way (is analogous to) something we already know.
For example,
when a kid learns to speak a second language he is doing so by analogy
with his native language, and I learned how to use a microwave because
I had already used an oven.
Easy-to-use
computer games should take advantage of this theorem and apply it as
a way of shortening the learning phase. Four levels of doing so come
to mind inmediately. Listed from worst to best, they are:
1. Generating
specific rules
2. Importing standard game knowledge
3. Importing computer (non-game related) knowledge
4. Importing real world knowledge
As we
go down the list the base knowledge we need to have is more abstract.
The reason is simple. We are trying to learn by using our established
knowledge as a basis. As this knowledge grows in abstraction, it also
tends to be more deeply understood within our brains. Take, for example,
riding a bike. Once learned, you will remember how to do it for years,
even if you don't ride a bycicle anymore. In contrast, I haven't used
Wordperfect in some years, and I don't think I'd be able to do so right
now.
Figure
2. Independence War,
by Particle Systems
Returning
to the list, the first option would be to forget about all this analogy
reasoning concept, and go the hard way. We would create a set of rules
which are very specific to our very game, and absolutely different from
anything else. A game made with this philosophy would require lots of
learning and studying on the part of the player. The best example that
comes to my mind is Particle Systems' Independence War, a ground-breaking
space flight sim with something like 70 different keys. This kind of
game requires long manuals & tutorial lessons to shorten the learning
process. Independence War included many training missions which introduced
you to the different subsystems of your ship.
The second strategy would be the use of standard game knowledge. Many
games are similar, so players can find analogies between them. For example,
playing Starcraft after having played Dune 2 would be
a breeze, as would be learning Unreal after having played Doom.
Moreover, analogous games don't need to share a common "genre".
For example, the classic Gauntlet game is in many ways similar
to any first-person shooter, and having played Super Mario Bros
could make it easier for you to play Tomb Raider. The run-to-avoid
philosophy is behind both games in some way, so we can recycle our existing
knowledge and reduce the length of the learning phase.
This strategy
has proven very succesful, because recycling and adapting knowledge
to a new situation is less stressful than building a brand new one from
scratch. Let's apply the same philosophy even more. We can import knowledge
from other computer science areas. Take, for example, the mouse. We
all know (from long experience with Windows) that a left click, followed
by a drag and button release, means "select everything inside."
This was introduced back in the Windows 3.1 era, probably in Wordperfect
5.2. Now many games have imported this concept and apply it to their
interfaces. In fact, many real-time strategy titles use the click'n'drag
method as a way to select units from your armies. Most mouse commands
(such as left click, drag & drop, double click) are adaptations,
as areo dialog boxes, menu systems, progress indicators, and the like.
Finally,
we can import real life knowledge into our games as a way of making
them easier to use. These are usually called "metaphors,"
and are the best way to ensure fast adaptation to game rules. A classical
metaphor example would be the Macintosh / Windows 95 user environment.
You have folders, files, a desktop, a trash can (recycle bin for Win95),
etc. These things are nothing but icons on your screen, but if I say
"folder," you get an instanteneous idea as to the purpose
for which it has been designed. Why? Because of the analogy you are
buiding with the real-world object. So, metaphors are representations
of real-world objects in computer environments, and the computer representation
has a behavior analogous to its real-world conterpart.
A good
example of metaphors in game interfaces would be inventory systems for
RPGs, such as Diablo. These inventories are usually called "paper
dolls", because they are similar to classic toys: by "dressing
up" our characters we can easily control their equipment.
Figure
3. Theweapon metaphors in
Baldur's Gate are intuitive to the player.
When creating
a game metaphor, the designer must choose the real-world object carefully,
so there is no possible confusion or ambiguity. The object designed
as a metaphor should have a single, well-defined use. For example, using
a gun as a metaphor has an obvious meaning: attack or use a weapon.
If we chose to depict the same action using a fist, confusion would
be possible: the fist could symbolize attack, but also grabbing an object.