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ITU Copenhagen UX & Prototyping Videogames

Designing the right UI

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Doesn’t this look crude to you? Don’t worry, it’s just a minor sketch of what I would later on improve with Photoshop, but this here was my first attempt at designing a UI for my game for Stine.

I’m a fan of simple, non-intrusive interfaces, so my first attempt at a UI for the game was really empty, without much in the way of the player.

A simple health-bar and an icon representing the item at hand at the moment. Since the main focus of the game is on exploration I wanted to use as much screen real-estate as possible for the actual gameworld. Also I refused to add a mini-map on the screen at all times, since I thought that would detract my player from the feeling of immersing herself into the world.

But what if the player gets lost? What if he wants to switch items, or look at the map, or just check what the quest at hand is? Well, for those moments I designed a pause menu with all those functions built in as separate pages that the player can scroll to:

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Again, the idea was to keep things simple. Not many buttons, not a thousand icons everywhere. I wanted the player to select an item to keep at hand at all times, and then switch back to another item when necessary. By switching tabs the player could read the quest list and see an overworld map with a red dot marking the current position.

During the User Experience & Prototyping class that we held at my university dedicated to designing a UI I had my partner Martin give it a look and voice his opinions on this. He had also drawn a UI for my game with the ideas he had in mind without looking at what I had done first.

The differences couldn’t be any more shocking.

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While far from being very cluttered, this UI showed important information like a much bigger inventory, the name of the village or area you had just entered, a quick-slot item bar, a dialogue box, a mini-map, a quests list and a health-bar located right on top of the main character.

Some things like the mini-map I still was sure I wanted to avoid, as well as the dialogue box (since I don’t expect my game to have a lot of heavy conversations or multiple characters speaking at the same time). The alignment bar was a nice thing, since the player has the possibility of doing good or bad deeds, but I thought that this was not something that needed to be immediately seen at all times on the screen.

But this UI really made me realize about something: in my attempt to make the UI I had been thinking for myself, and not for my player. My UI was very “consolified”, more apt for big TV screens and playing with a game controller.

But Stine, as shown on my previous interviews with her, prefers to play on the computer, with mouse and keyboard. And Martin’s UI lent itself much better for that type of control.

I definitely needed to make a big change here.

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So in comes my new UI. Still aiming towards the simplistic side (also please mind that this is a Photoshop mock-up, not a real in-game UI), with an inventory better geared for PC gamers like Stine, accessible from the numerical row of the keyboard (with the 6th number opening a larger inventory screen so that players can re-organize their items into the quick-access list). The health-bar I still preferred to keep on a corner so as to maintain UI distractions on the sides rather than in the middle of the screen. This game is all about enjoying the exploration after all.

As I said, this is still a far concept from what the UI would look like in the actual game. But these mock-ups and the comments from Martin helped me realize my vision closer to that of what Stine would like.

Categories
UX & Prototyping

Presenting the first early prototype for “Adventure Island”

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First of all yes, I know the name “Adventure Island” is taken, but this is just a working title while I define all the game rules, objective and even the world itself, which is not even an island at this point.

But what you have here is the very first early prototype of the game I’m making for Stine in the UX & Prototyping course at ITU.

Almost entirely based on the paper prototype I already wrote about earlier this month, the objective of this early build is first and foremost, to get me acquainted with JavaScript in Unity. I had already worked with the Unity Engine before (see the games Mr. Optimistic, R.E.D. and The Hitchiker in the projects section of this site), but this was the first time I was doing the coding by myself, no other programmers involved. This meant learning quite a few things from scratch. I tried a visual scripting tool, but it didn’t help much without at least understanding a few of the basic things of JavaScript, since I was constantly hitting a roadblock when my 3rd person controller object wasn’t detecting the collisions with the other interactive elements of my scene. It took me quite a while to figure out what was going wrong (hey, I’m not a programmer, remember?) but eventually I got it right, so with a few tweaks here and there I managed to get a working framework which will later on let me expand this game world easily by reusing the current code.

So basically this prototype is still pretty much devoid of gameplay. Sure, you can talk to NPCs, they trigger events, and you can use the boat to cross the lake (even though right now it still looks as if the main character is WALKING on water). But later on I intend to add some minor combat element into the game as things get bigger and better. Not that I have much time left for making combat very interesting and innovative, so I will borrow many things from the good old Zelda playbook.

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Yes, this game is being heavily inspired by the Legend of Zelda series. Considering that this is a project for a course in which we are meant to make a game for someone else, not ourselves, you could think that I’m playing foul here and using a game that I like as a model (because yes, I’m a HUGE Zelda fan). But if you’ve been reading my previous entries about what Stine likes in a game, you will definitely agree that a game based on exploration in the way that games like Zelda and Oblivion (should I start making references to Skyrim now that this new behemoth of a game is out?) do it.

But of course this game is neither Zelda or The Elder Scrolls. And neither is it World of Warcraft, as much as Stine would love to see it (mind you though, she is waiting for the game that will finally beat WoW so she can jump into it and lose herself in this new world).

But I’m taking cues from here and there. You have a relatively big, open world (Zelda and Skyrim check), with some areas closed until you have the right item/progress in-game that you find in chests (Zelda check), characters who give you quests that add to a log (Skyrim check) and in the future, I hope, simple combat based on sword and spells (Skyrim and Zelda put together for a check).

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But my focus of attention is still on the exploration aspect of the game.

While still unfinished this world already has a forest, a lake, a volcano and a town, with some paths here and there so that the player doesn’t get lost, but it’s still pretty much a green land without much to do or discover.

What I did though was work on the camera: when the player is in a town or in an important area, the camera zooms closer to the character (which, by the way, is still an unfinished one, and needs to be changed into a girl, more on that in future posts). This way the player can pay attention to the tiny details of the areas. Say, for example, an inscription on a wall (something I know Stine will be very keen to look at and decipher what it means) or a window with someone looking through it. Also when the player talks to a character the camera zooms in even closer so as to emphasize the characters who are interacting with each other.

But when the player heads out into the open, the perspective changes. It doesn’t zoom out the camera. Instead I’m changing the field of view of the main camera. This makes the main character appear still big enough so that he is not lost amidst a sea of enemies or other things in the world (of course, once I start populating it with such elements), but allows the player to view what lies around her much better. This distorts the view in the corners a little bit, but I think it also gives a nice effect of the world being kind of round.

During the presentation of this early prototype in class, someone made a good point by asking that, if Stine likes exploration, why would I offer her a world that is not entirely open right from the start, but instead restricted until she gets the right items. My reply to this is that, based on the interview I had with Stine over a month ago, Stine likes the feeling of knowing there is a place she cannot reach yet, and she will keep trying again and again every time she has a new ability or item to see if the area has already opened up to her.

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But in any case this is still a very early prototype, as this last picture summarizes.

I hope to really improve this in the following weeks to transform it into something that Stine will really like. And, as usual, I will post my progress here as the days move on.

Categories
UX & Prototyping

Paper prototype, tried and true!

What you see here is the very first paper prototype of my game for Stine, the girl I am making a video game prototype for in my UX & Prototyping course. It might not seem like much at first, just a simple (badly) hand-drawn map on a hexagonal grid with a small ball of aluminum near the middle of the map (it’s kind of hard to see in the picture, but it is there).

So… what is the point of this map? Does it actually serve a purpose? Is it some kind of D&D game?

Not at all! This, along with some blue paper with a hole in it and a script that I have written get together to make a paper prototype that has actually fulfilled its purpose very well. Either that, or Stine lied to me when she said she liked it.

You see, this is what Stine actually sees when she plays my paper prototype. Just a very small area of a map, with the rest all covered with the blue paper.

I gave her some very simple instructions: her character (at this point still undefined) has to find her way through the map to reach a great wizard who has locked himself up in the top of a tower. What reason she has for finding the wizard I left it up for her own imagination.

The problem is that the door to the tower is locked shut and there is absolutely no way that she can break it or climb the tower. So she’s going to have to find her way through by exploring the map, talking to villagers and perhaps acquiring some equipment. After that, I told her nothing else and I just read to her the parts of the script that I had prepared for whenever she reached specific points of the map, like the villages, the lonely hut on the North side or the spot marked with a red “X”.

Why make a paper prototype like this? Because, as mentioned in previous posts about this project, Stine LOVES adventuring and exploring in games. So my intent here is to have her move around a game world of my own creation and see how she reacts, how she moves and how she thinks (aloud) while playing it. This will help me shape up the first digital prototype of the game and represents an important step forward into creating a game entirely from the feedback of another person.

And how did she do while playing the paper prototype? That’s a very interesting thing: it was totally unexpected for me. She REALLY believed herself in this game world and feared for the life of her character. For example, one of the villagers told her that a thief hides himself in a hut to the North. She needed the treasure that the thief had taken, but when she saw that the hut had smoke coming out from the chimney she decided it was best not to break in because she was afraid the thief might be in. Since she didn’t know if she could really die in the game she was trying to be very careful about it, and refused to enter the place, instead going out to explore the world some more and maybe coming back later.

There were also some funny moments. She found a lone tree for example, one that I had drawn there merely for decoration and to avoid the map being too empty. But she was disappointed that it was only decorative and expected something else out of it. So she… hugged the tree. Yes, that’s right. She felt like she needed to interact with the tree, so she hugged it. And not just once, she did it more times when she came across it, in case that could somehow affect the outcome of the story.

More interesting for me as pure feedback was that she re-visited some areas that she knew she had already completed to see if things had changed in a way. For example, she went back into the forest where she had already opened a treasure chest because there might be something new in it.

Another important fact was that she was expecting small details that could hint her about the game world itself, like footprints of some kind of animal (in fact she was disappointed that there were only human footprints around).

The final, very important piece of feedback I got was about the size of the map. Since the view she had was at all times very limited, this gave her a feeling of the world being much bigger than it actually was. This is something that I intend to apply in a very easy way into the digital prototype, which I will discuss later on, even though I have already started to code it (yes, me, someone who doesn’t know a thing about programming, is coding this game by himself…)

That’s it for now. The next step is to create an early digital prototype based on this paper one and making good use of the feedback I got from this. And I already have some neat ideas.

 

Categories
ITU Copenhagen UX & Prototyping Videogames

It’s video prototyping time!

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In what has probably been the craziest and funniest lecture for User Experience & Prototyping, today we learned about video prototyping. That is, creating a video that serves to test a design instead of creating a digital, coded prototype that would probably take more resources and time to prepare.

And of course a UX class is not the same if there is not a short time to experiment with the new methods learned, so today we got together in small groups to come up with a quick idea for a game… and video prototype it.

This time I worked with Morten Hansen and Lasse Hansen to create the Drunk Goblins video. Just the name and the two pictures above should give you an idea of how much fun we had working on it.

We used anything we could quickly find in the short amount of time we had (so yes, don’t expect the next Steven Spielberg production) from play dough and paper to foam to create a few set pieces that would be used to represent our idea of a game in which you control some goblins set on stealing all the brandy a St. Bernard dog uses when rescuing people up in the mountains (the St. Bernard being the restriction we had to use when coming up with the game idea).

With a few quick and extremely dirty editing touches (I didn’t even have time to take out the parts where you can hear us laughing while recording, or even saying “action”) we put up this short video.

Again, don’t expect anything big. But it’s good for a few laughs and, overall, shows up the potential of what a video prototype can do. Definitely a method worth giving another try!

Special thanks go to Wen Xiong for helping out as a goblin and Ronny Nilson for being such an awesome Swedish skier Winking smile.

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ITU Copenhagen UX & Prototyping Videogames

What happens when you clearly know what your player wants?

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Let’s recap the past few weeks:

There’s Stine, the girl I have to make a game prototype for in my User Experience & Prototyping course. And she likes visiting complex, lush worlds full of mysteries to discover.

And if her previous statements playing the participatory design game and the map she drew for the cultural probe, I also have her replies to a small 7 day challenge that I prepared for her in which she had to reply every day to one interesting question with a picture and a footnote.

When asked about a place where she would like to live in she sent me the picture above: an autumnal picture, comfortable, beautiful, peaceful and pretty, as she described it.

But at the same time she told me that if she wasn’t looking for a place to relax, she would rather be somewhere else.

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Stine herself described the picture this way:

A swamp full of creeps everywhere, small lamps, spirits. I wouldn’t want to live there, but I surely would want to go there to explore it. So to answer the question of what I’d do in there, then I’d probably be a traveler/ a messenger.

So I would say it’s quite clear. Stine likes exploration at its best. Not just wandering around, but being in mysterious areas where she doesn’t know what she will find.

So when I finally got to interview her (and recorded the entire conversation for a later transcription and analysis) I knew where I had to look for answers.

If she likes exploration, what is it about it that really makes her tick?

Obviously my interview with her wasn’t just about that. There were several topics I needed to tackle, but the most interesting one so far was the exploration element. As soon as I asked her why she liked it so much she almost went bonkers. And that’s an understatement when we’re talking about Stine: she talks fast, excited and almost yelling at the most intense moments of her explanation (of why she likes exploring, go figure…) But it’s fun nevertheless, listening to her wishes of being the first one ever to discover a new place nobody has seen before, of reaching easter eggs hidden in the gameworld and be able to tell everyone about it (but not how exactly to find it, she really respects the spoilers part of a mystery).

She will revisit areas again and again if she gets even the smallest hint that something might have changed since the last time she was there (something that apparently happens very often in one of her favorite games: World of Warcraft).

Taking that last statement in consideration I asked her what would do if she found a place where she knows there is a secret but cannot reach it for some reason. Her reply was that such knowledge is enough to warm her up and she will probably try for a long time to reach that secret, no matter what. What if she cannot make it? Then she will look for help online, but once again, a guide without spoilers, that only tells how to reach the area, not what lies hidden in it.

This reminded me a lot about the Zelda games, where many times the player has the access blocked to certain areas even though the game seems to be open-world. Would this limitation bring Stine down? Not a chance! I asked her about it and she gave me an example taken out from GTA III, where there was this metro station that was locked. Being in front of the door, knowing that it can be opened somehow but she wasn’t able to made her really curious to know what she would find in there, and she kept trying for a while. But once she figured out she couldn’t do it, she thought that maybe the area would open up later in the game. What did she do then? Well… she came back after every mission to see if it was open already!

On the other hand she really dislikes games that try to give the feeling of an open-world but in reality they are full of invisible walls. Her example this time was Guild Wars, where she says that it’s mostly a world full of corridors, like a forest that has trees functioning as a full wall to prevent the player from going out of the area intended. About this she says it is really frustrating, because you could really see the limits of this world, them being very tangible.

As she said it with her own worlds: “Don’t give me an open world map and then tell me that I can’t go there, it’s annoying!

So there you go, those are some of the insights that I got during Stine’s interview about why she likes exploration in games. Obviously there was a lot more we talked about, both about exploration and about other topics like her gaming habits (how often she plays games and when and where) and what kind of game characters she likes, or what the protagonist should be like.

More to come soon!

Categories
ITU Copenhagen Videogames

Nordic Game Jam 2011, a documentary in the making

I really never, ever thought that this video would see the light. Even less as an opening to a trailer for a documentary.

But Suvi Andrea Helminen is indeed making such a documentary and the trailer starts with me. I just wonder if everything else that I said at that moment is being used at all. I’m scared…