Posts Tagged ‘user interface’

Interface, sorting, and fear in Dead Space

Tuesday, October 27th, 2009

Isaac goes through his inventory in “Dead Space”

Dead Space’s in-game interface has gotten a lot of attention. No doubt, the holographic displays look slick, and the way they’re presented in the game world does a lot to make them feel like a part of it, less artificial.1 But it’s the fact that the interface does not interrupt the game that makes it worth mention. The fear and vulnerability central to Dead Space isn’t ever trumped by the needs of the UI—and critics noticed. Rarely has the unobtrusiveness of an interface been so acclaimed.

Not pausing the game while the player fiddles with her inventory is not new (it’s a design choice used similarly before—System Shock 2—and since—Demon’s Souls), but Dead Space pulls it off particularly well. Thoughtful design compensates, in part, for the lack of pauses and the limited time the player has to keep track of her stuff. By sorting, organizing, and keeping the inventory simple, the interface reduces the amount of attention the player needs to spend on it, leaving her to explore, shoot off limbs, and be scared.

See-through and sorted to be useful

In Dead Space, the player is often assaulted or surprised by monsters. The in-game interface takes up three quarters of the screen, but is semi-transparent so the player can still see advancing zombies while she heals, reads, or orients herself.

Once the zombies hit, the player will need to heal herself or refill her air tanks, but may not have the time or ability to run away from a fight to a safe place. There are buttons that allow certain items to be used without going through the inventory (using small medkits or reloading weapons), but sometimes the player needs to use an item in her inventory quickly, in the action.

To help her out, items in the inventory are sorted by their usefulness in frantic play situations: medkits are first, then air canisters, then stasis packs (fuel for the slow-mo ability), then ammunition. Within each type, items are sorted by size: larger medkits come first. When the player is running low on HP or oxygen, the items to alleviate her distress are the ones the fewest button presses away. She can restore as much HP as possible with as few presses as possible.

Small, separated, and simple

Even when not under pressure, the player’s tasks are not needlessly complicated. The interface remains simple and interruptible, not ruining or allowing escape from any surprises.

Items occupy a single inventory slot, no matter their size in the world. There is never a need to rearrange things in order to fit in another item—no inventory Tetris. The player either has space or she doesn’t.

Fortunately for her, things such as weapons, power nodes, or quest-specific items are stored and presented separately from cheaper, fungible things like medkits. This ensures she has space for key items, reduces the chance that she will discard expensive weapons accidentally, and keeps them out of the way of the stuff she is likely to use or drop from the inventory.2

Without the need to move items around, and without needing to take much care to avoid messing things up, the inventory interface is pared down to the bare necessities. The player can, and need, only ever do two things with an item: use it or drop it. (When at a store, she can buy a new item; when at storage, move or sell one she already has.)

The holographic UI in Dead Space makes things fast and easy, intruding as little as possible on the game’s intense atmosphere. It looks cool, fits the fiction, and it supports the player’s tasks and the aesthetic goals of the game: mainly, being scary.

  1. On-weapon ammo counts are among the good ideas id did first, but perhaps not best.

  2. This also allows weapons to be presented in a four-slot cross consistently, echoing the d-pad buttons they’re mapped to.

Dialogue in Mass Effect

Monday, July 27th, 2009

Dialogue wheel in “Mass Effect”

Of the many key activities in Mass Effect—shooting, driving, bumpin’ ugliestalking to others was the most satisfying. Though not something with much marketing appeal, dialogue is one of Mass Effect’s most effective game mechanics. It is easy to use, produces natural-sounding dialogue, and adds a sense of discovery to conversations. It was what I enjoyed most, and, despite a few faults, something I would like to see in other games.

The dialogue wheel is easy to use

The dialogue wheel is an efficient means of presenting and selecting dialogue options. It is a variation of a pie menu: options are arranged in equal distance around the player’s cursor. Any one option is as close to the cursor as any other; the player need only pick a direction to highlight an option. This maps options to a gamepad’s analog stick directly: the direction in which the player takes a conversation is the one she takes with her thumbs on the stick.

In traditional list-based menus, some options require the player to move the cursor farther than others. Lists also place options along the same dimension, which makes it more likely that the player will overshoot the option she wants, selecting the wrong one or spending time correcting herself.

Conversations flow

Mass Effect’s designers also made it simple for the player to decide on an option. Firstly, the options are short and quick to read. Secondly, the position of dialogue options is meaningful: options along the right half of the wheel advance the conversation, along the left, they are more exploratory; nice-guy, neutral, and aggressive options are along top, middle, and bottom respectively. The player need not read all the options, only the options relevant to her. This helps conversations to move at a natural pace because the player does not spend much time reading and deciding.

On top of that, the dialogue wheel appears a moment before the final line of dialogue is spoken. The player can begin deciding among dialogue options while the current piece of dialogue is ending, making it less likely that there will be dead time between utterances. The dialogue seems to be written in a way such that information relevant to the player’s objectives comes early on; what she hears when the wheel appears is not important, so she can be a little distracted by the new dialogue options.

The combination of ease of use, well-placed and well-timed presentation of options, and good writing make conversations seem much more natural than they do in other games while reducing the burden of reading and picking options.

Commander Shepard speaks with a Salarian in “Mass Effect”

Dialogue is about discovery

Natural dialogue that is easy to participate in is quite an achievement, but what I found fun about it was the sense of discovery. The terse dialogue options in Mass Effect are quick to read, but only suggestive. It isn’t until the player selects one that she can know exactly what it was.

For the most part, dialogue in other adventure games can only be discovered by the player if it is spoken by non-player characters: the player knows what her character is going to say because she picked the lines already. In effect, her half of the dialogue is repetition.

There some exceptions: Sam & Max Hit the Road and Strong Bad’s Cool Game for Attractive People use icons to represent dialogue options. These, as with the short options in Mass Effect, suggest a response instead of showing it outright. When the player selects one, she has some idea of what her character will say, but not exactly what.

Not knowing exactly what will be said adds freshness to the player character’s half of the dialogue, and creates a sense of exploration.

Unfortunately, this method risks betraying the player’s intentions: ambiguous or poorly written dialogue options can cause the player character to say something the player didn’t want. The position of dialogue options in Mass Effect adds information that can help a player know whether an option is along the Paragon or Renegade path, but that does not necessarily map to the character’s tone or discretion. Another problem occurs when options do not seem different enough from one another, making decisions more difficult or feel as if the writers and designers are forcing the player to follow a particular path. Such problems are less likely to occur when dialogue options are presented verbatim.