One of my favorite games is going to be on the iPhone and Touch come January. Mirror's Edge and the protagonitst Faith Conners will be back again. The console game was cutting edge for its use of the first person camera and movement. I wrote about the game and had some video in a previous post.
For this game the developers are going to a third person camera. Good choice since I can imagine my Touch flying out of my hands in an attempt to control a first person, hectic parkour gameplay. One of the failings of the previous game was that you never got to see what you looked like in the 3d environment so I'm excited to play this.
The folks at Media Molecule have posted concept art for Little Big Planet. Fantastical concepts that led the way to a very creative game. Check it out at http://tinyurl.com/yzvr2xd and the images below.
Gotta love those little sack people. For the uninitiated Little Big Planet is a platforming game and creative space that allows players to make their own levels and share them with the LBP community.
This is so cool. Splinter Cell Conviction has created a projection system to guide players through the game. It's used for objectives as well showing the memories the characters are discussing. Now, that is cool, yes. But what is really exciting is how the projection system will be used to convey the emotions of the character you are playing.
This game is based around Sam Fisher, who is searching for the murderers of his daughter, Sarah. You can imagine what type of emotion that would conjure up in a movie or book. In most video games any emotional depth is in cut scenes - rarely is it in the game itself. There may be cut scenes that show Sam upset but...okay, well - see that's the point - Sam Fisher does not show his emotions. He's the strong, silent, killing type (and oodles of fun to play.)
So this is why the new projection system is cool. The game will show you what Sam is thinking. He can maintain his outward cool, but we'll know what turmoil is inside. This image from the game conveys this emotion to the player as they guide Sam toward the people who killed his daughter. This is going to make the game and storyline even more engrossing. The other image is an example of the system being used for a game objective. The video show all of this running - it's fantastic.
After many delays the game will come out next year. When it does I'll definitely be sharing some interesting interactions and experiences. It's not just the projection system that makes this game unique.
Inspired by film designThe creative director - Maxime Beland - says that Man on Fire's subtitles were the inspiration for this projection system. If anyone can find an example of this from the film please post it in the comments. I've been unable to track it down online. Title sequences that incorporate themselves into the environment have a long history in film. With the Saul Bass credits for Hitchcock film North By Northwest being the sequence that seems to have spawned this back in 1959. Panic Room is a more modern day take.
What would you do if someone had painted an orange circle across the street? It would catch your attention, no? Maybe you'd even saunter over to have a look. Check things out a bit.
Color is a great way to capture peoples' attention. That human impulse is at the heart of the use of color as navigation in video games.
Color has been used to categorize player methods, help guide the player through the story and even present an enhanced view of the in-game environment.
Some games have refined this technique so well that they have reduced or even abandoned the heads up display that is common to most games. Usually a player is introduced to a navigational display that includes upcoming objectives, location in the map as well as direction they are moving in. The additional technique of color can help lead the player through the game and reduce the need for a heads up display.
The use of color is also a great method for showing not only navigation - but also choices and opportunity. You'll definitely see that in the videos below. I have four examples of games that use color as a primary navigational cue.
Mirror's Edge paints the town red
The use of color and shape in this game is exquisite. It makes my little design heart go pitter-pat with glee. I can go on and on about this game. Luckily for you I've decided to focus...for this article at least!
Red is the key. The color is used to show the player pathways they can use to move across and through obstacles. The player doesn't always have to use these pathways to navigate the game. Often it's just one of options the player can use.
This assistance can be turned off by the player, but it is a great aid during the first play through. In the video below you'll see that the red color paints objects as the camera gets closer and catches the player's attention. "Here, check me out - it'd be much easier if you went this way!" is what the color red is saying, though that option is not always the only way to get past the obstacle presented. Opportunities abound!
Shadow Complex uses color to categorize methods
Shadow Complex uses color to reveal blocked areas as well as the method the player uses to get past them.
Colors are mapped to weapons that the player earns by playing the game. The color is revealed by the use of a flashlight. However, the choice of whether to turn on the flashlight is up to the player. Besides being great fun to operate - it's also brilliant, as it gives ultimate control to player. The colorful hints are not omnipresent.
When the flashlight is pointed at an obstacle the item turns a color - and this is the cue that indicates which method to use to move on:
Green: grenades
Yellow: bullet
Red: missile
Blue: sonic run
Purple: foam
At the beginning of the game the player only has a gun that shoots bullets. Yet they can see all the other colors indicating obstacles and techniques. This is a great way of indicating the breadth of the world that the player will later explore. In the video I'll show you how this all works.
Wolverine uses color to present the character's enhanced senses
In Wolverine the player can trigger a 'feral sense' that changes the environment to reflect what Wolverine would see.
This creates two things: a blue shaded temporary pathway and a green highlight of manipulable objects. The airy pathway disappears after a moment - meant only to generally indicate the direction the player should move. The green highlight stays on-screen longer. You'll see both used in the video below as a guide to climb cliffs.
Further in the game the green can also be used for any item that Wolverine can manipulate. And by manipulate I mean smash and kill. But this is Wolverine we are talking about here. He should get some slack, ya know.
This color cue is used for guidance, but also for unique disabling moves on enemies as well as collectibles. (The subject of collectibles are for a future article. I call them donuts - don't ask why - but they are items you collect for achievement points. Crazy addictive.)
Batman uses color to detect
Batman is the premiere detective in the DC universe. The developers of Batman: Arkham Asylum used a technique similar to the game Wolverine to present how Batman would view the world.
In Arkham the player can trigger a 'detective view' in which everything from position and temperament of enemies to location of manipulable areas are indicated. Different colors indicate different situations - for example, Red is used to indicate enemies and orange outlines are used for the gargoyles Batman can use to move above the action.
The variety of information is navigation - but it's also opportunity. The player can use any series of events to pass a level. There are so many ways to disable an enemy or escape from an area that it is up to the player to use their wit to find their way of defeating the scum of Gotham City.
Color + Opportunity = Fun
These games take navigation beyond the simple task of knowing where to click or move. They make the point that navigation is also about opportunity, options and choices. These uses of color give the player more power over their experience and make it clear what they can do in the world. That is almost the ideal of navigation techniques for a user to experience: power, control and understanding.
For a web designer like myself it's an interesting concept that navigation should (and can) be fun. Navigation should not simply be something required and necessary to allow the user to find their way. And that is what is at the heart of what excites me about these games. That reminder that navigation can be great oodles of fun.
Greetings! My name is Nida. I am a user experience designer and an (crazy) avid player of video games. Like most designers I am inspired by the world around me. That includes the games I play.
I had the idea for this blog when I found myself continually sharing the design of the game I had played the night before with my fellow web designers. There was something in the way color, shape and form was being used that excited my design mind. Games are starting to use user experience principles to great effect and I couldn't keep myself from sharing it with the designers around me. This blog will showcase video game user experience. And when it happens I'll also share how it inspires my daily design work. It's a great time to be a designer playing video games!
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