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With just eight months left before The Last
of Us was finished, Naughty Dog finally got
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to work on the game's user interface.
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"While some of the UI elements had already
been roughed out," explains designer Alexandria
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Neonakis, "an overall design of the heads
up display had not been established, and many
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things were still undecided".
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I think that's testament to the fact that
the user interface can be one of the most
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under-appreciated parts of game development.
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A nuisance after thought, thrown together
at the last minute.
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But, if you ask me, it should not be undervalued,
because the UI can have a tremendous impact
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on the way a game looks, works, and feels.
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And so in this episode of Game Maker's Toolkit,
I want to explore the intersection of UI and
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game design, to figure out how health bars
and stamina meters can change the way we play.
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Now, UI encompasses a lot of different things.
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Like online lobbies, inventory screens, dialogue
trees, crafting menus, store pages, and so on.
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But for this video, I want to focus on one
specific type of UI: the heads-up display, or HUD.
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That's the stuff that's laid on top of the
gameplay, while you're in the middle of the action.
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And so the first question, I guess - is: what
is the purpose of the HUD, and what benefit
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does it provide to the player?
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To help answer that question, let me break
the HUD down into two distinct parts: which
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I'll call gauges and previews.
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Gauges are the ones we usually imagine when
we think about HUDs.
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These are about taking information that would
normally be invisible, and surfacing it to
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the player.
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So, a character's health is typically a number
hidden in the game's code - but a health bar
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can reveal this to the player.
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AI behaviour can be inscrutable without visual
aids like view cones, movement ranges, and
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attack indicators.
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And because of camera limitations, critical
info may be hidden off screen - unless it's
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highlighted with indicators or a mini-map.
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Gauges are all about helping the player understand
the current or future state of the game world
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- which allows them to make intentional plans
and moves.
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Here's a case study from the addictive deck
builder Slay the Spire.
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Early in development, enemies would give you
no indication of what they were planning to do.
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So players didn't know whether to block or
attack on each turn, and ended up playing
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pretty much randomly.
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To fix this, developer Mega Crit added these
indicators which show you what the enemy will
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do next.
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Now the player can make smarter decisions
about how to use their hand - and concoct
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satisfying synergistic strategies.
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So that's gauges.
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Previews, on the other hand, are about showing
you what will happen if you press a button
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or take an action.
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In their most simple form, it's those pop-up
button icons for contextual actions - you
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know, press Y to open door, press X to get
in vehicle, press E to jump in mass grave.
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What.
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Uh.
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But a preview could also be something like
an arc that shows you the trajectory of your
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grenade throw.
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An indicator that shows you when you're in
range of a grapple point.
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A lock-on to show you which enemy you're targeting.
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Or this line that shows you exactly where
your unit will run in XCOM.
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Previews are all about giving the player a
heads up about the consequences of the actions
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they might take, before they commit to them.
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This allows players to act with confidence,
instead of blind faith.
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For this case study, let's turn to Shovel
Knight.
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In the third DLC campaign, Specter Knight
has a dash slash move - which allows him to
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slice through certain objects and rocket out
the other side.
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Initially, Yacht Club Games highlighted this
interaction with a simple change in the character's
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pose, but found that this didn't adequately
explain when or where this contextually sensitive
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action could happen - or where Specter Knight
would end up when it finished.
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In the end, the team slapped on a simple indicator
which shows up when you get close to objects.
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This clearly tells you that the dash slash
will happen when you hit the relevant button
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- and shows you exactly where you'll travel
to when you press it.
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The reticule was "the most important change
we made to make the Dash Slash understandable,"
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the developer says.
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So gauges and previews are very handy tools
for giving players information - either about
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the current state of the game, or a glimpse
into the near future.
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This allows players to interact with confidence
and comfort - and make specific and meaningful plans.
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But here's the thing - behind the curtain,
games are tracking hundreds of variables and
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the UI could surface any number of them to
the player.
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And you could show a preview of any action
before it happens.
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So why don't games show you all of this information?
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Well - just as there are benefits to revealing
this info to the player, there are also advantages
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for holding some of it back.
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If you look into UX design - UX being the
experiential and psychological backbone that
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guides UI - you'll come across the term "cognitive
load".
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This is about how the human brain can only
juggle so much information in working memory.
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And so the more junk you shove on the screen,
the more taxing the game is to parse.
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Eye-tracking tech can show just how much our
eyes must dart around the screen to keep all
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of this information in mind.
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Therefore, cutting back on UI - by ditching
stuff that's extraneous or repeated or just
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window dressing - can reduce cognitive load.
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But - it's not just about getting rid of things.
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And, in fact, UI can sometimes help with cognitive
load.
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If you had to remember how many bullets you've
fired, well in all the excitement you might
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lose track of whether you fired six shots
or only five.
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An ammo counter is more efficient in this
case.
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So, instead, it's about being clever with
the layout to ensure that the information
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that is on screen is relevant and easy to
digest.
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One way to achieve this is to think about
visual hierarchy.
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This is when we use techniques like font weight,
colour, scale, position, and motion to make
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some elements stand out more than others.
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If everything on screen is screaming at you
with the same intensity, it's hard to know
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what to focus on.
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And if nothing is given prominence, critical
information can go unnoticed.
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Consider, for instance, the trespassing pop-up
in Hitman.
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This is a vitally useful alert but in Hitman
2016, you might not even see it - it's just
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a simple label that appears under the mini-map
in the corner of the screen.
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So it's much improved in Hitman 2, where the
label is yellow, and it flashes across the
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map to grab your attention.
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It's even better in Hitman 3, where this state
change is backed up by an obvious sound cue.
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*Audio flare*
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To help think about visual hierarchy, designer
Zach Gage talks about the principle of "The
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Three Reads" - which is three levels of visual
information, ranked from most important to least.
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So, Zach explains this with one of his own
games: SpellTower.
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The first read will be the main game elements
- the letters you use to spell out words.
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The second read will show big, critical rules
that are vital to gameplay like columns that
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are getting close to ending your game and
blue bonus letters that will clear an entire
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line.
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And the third read will show smaller, less
important stuff like small contextual rules
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, such as these tiles that can only be used
in longer words.
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Developers can rank information in order of
importance, and then use design to ensure
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the most relevant stuff sticks out.
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And because games are dynamic, it's possible
for information to move between the different
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reads at different times.
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Zach points to Hearthstone as a "constant
wave of things being brought to your attention
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in the first read, and then fading back into
the second or third reads".
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Another way to reduce cognitive load is to
ask the question: do all of these UI elements
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need to be shown all the time?
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Like, back in Castlevania 1 you could see
the boss's health bar throughout the entire
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level, for some reason.
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Nowadays, that just shows up when you start
the fight.
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But that principle can extend to pretty much
any UI element.
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In Ghost of Tsushima, you'll only see your
health bar when you unsheathe your sword because
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it's only relevant to combat - and not general
exploration of the island.
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Okay. So, another reason for ditching the HUD - and
this one is becoming more popular all the
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time - is in terms of presentation.
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A desire to make games look more cinematic
and immersive, and to not mess up those lovely
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3D visuals with boring 2D assets.
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Though, anyone who thinks UI has to look boring
has obviously never played Persona 5.
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♫ Music from Persona 5 ♫
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Now, this is not about simply deleting all
of the HUD.
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This is not something that should be done
at the expense of readability or comprehension.
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Instead, it's about being clever with how
this information is presented.
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So, like before, developers can hide information
and only show it when strictly necessary.
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But another solution is to make HUD elements
diegetic.
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This is when the UI actually exists, physically,
in the world of the game.
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The most popular take on this is, of course,
Dead Space.
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To try and increase this survival horror game's
immersive qualities, Visceral Games removed
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the HUD and put the same information inside
the game world itself.
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So Isaac's health bar and stasis meter are
built in to the pipes and gauges on his suit.
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Each weapon's ammo count is shown on the gun
itself.
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Even things like the inventory are styled
as holographic projections in the world.
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We can see effective examples of this in other
games too - in Metroid Prime, the HUD works
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exactly like every other shooter but by putting
it on Samus's helmet visor, and by making
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it realistically jiggle and steam up, it increases
your sense of presence and your connection
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to the character.
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But it's not just about style and presentation.
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Making this information diegetic can lead
to interesting gameplay consequences.
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In Alien Isolation, you can hold up a gizmo
to see a motion tracking read-out.
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It's similar to the mini-map in a game like
Call of Duty, but because it's a physical
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tool - it means you have to choose whether
you want access to this information, or whether
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you want to hold a weapon.
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You can't have both.
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Now a diegetic HUD doesn't just have to mean
normal health bars and ammo counters, but
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rendered in the game world in a clever way.
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Because if you take the idea even further,
you can use elements that we wouldn't usually
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think of as UI to express this same information.
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Like, you don't really need a health bar in
Wreckfest to know how close your car is to
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being written off - you can see it on the
car itself.
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And do you really need an indicator to tell
you if Link is too hot or too cold in Breath
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of the Wild?
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We can trace this back to Super Mario Bros.,
where Mario's health is represented through
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the size of his sprite.
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Okay, so one other reason to hold back the
HUD is to intentionally make the game less
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readable.
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In The Last of Us Part II, the first human
enemies you encounter will verbally call out
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their intentions and plans, giving you an
idea of what the enemy is thinking and allowing
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you to plan around them.
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But later, you encounter a new faction of
enemies who converse exclusively in harsh,
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high-pitch whistles.
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*Whistle*
*Arrow impact* *Ellie yells*
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These whistles are intentionally designed
to be impossible for the player to parse.
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And so I found these foes to be significantly
more intimidating and difficult to fight - in
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large part, because of a lack of that information.
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Going further, the amount of information we
have as a player will completely change our
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behaviour.
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The developers of Reigns came to this realisation
while making their Tinder-inspired management
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game.
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Originally, the game showed exact numbers
for all your stats, and how your choices would
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impact them.
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But in testing, players focused almost exclusively
on trying to optimise these numbers - and
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ignored most of the text.
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After changing the UI to vague bars, players
went back to reading the story, and acting
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on more of an emotional level - rather than
an analytical one.
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I think this proves that developers don't
necessarily need to remove the HUD entirely,
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but should at least consider the precision
of the HUD.
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Do you want the health bar to be an exact
number, a meter, or just a vague red splodge
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in the centre of the screen?
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It really depends what the player's going
to do with this information - is it for calculating
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exact differences, or is it just a warning
to hang back and find cover?
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Now when it comes to those preview HUD elements
I talked about… well, the further into the
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future, and the more precise that information
is, the more specific plans you can make.
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Like in Mark of the Ninja, where it shows
you exactly what will happen when you throw
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a knife into this lamp.
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But if you reduce the future-ness of that
information, or make it fuzzy and imprecise,
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it forces the player to learn and internalise
how the game's mechanics work.
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Consider Peggle for a moment.
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By default, the shot indicator shows you where
your ball will go… up until its first hit.
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So it's on you to mentally calculate the ricocheting
trajectory after that.
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That's part of the learning curve.
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I mean, there is a way to push that preview
further into the future - but that's a power-up,
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which just goes to show how powerful this
information can be.
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Also, did you know that there's a patent for
Peggle's gameplay?
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Because, I guess that's a theme for the channel,
now.
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Because UI is so powerful, then, it can be
tied to things like difficulty or assist modes.
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Consider how racing games often show an optimum
racing line on easy mode, but ask you to fend
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for yourself at higher difficulties.
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UI can be used to change a game's difficulty
between modes, or over the course of the adventure
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- just like any other gameplay element.
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So I think this all goes to show that UI can
have a really powerful effect on a game.
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And if used effectively, UI can support and
advance the goals of game design.
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But… what about the other way around?
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Not game design influencing UI, but UI influencing
game design.
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For a final case study, let's look at the
deterministic tactics gem Into the Breach.
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This game shows you what every enemy is about
to do, at the same time, on a small and claustrophobic grid.
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The result is a complex web of arrows and
icons that give you a complete picture of
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what the enemy's army is planning.
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But developer Subset Games discovered that
for this system to work, certain enemies and
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weapons had to be removed from the game - simply
because they were too hard to show.
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Things like weapons with a long chain of cause
and effect, or enemy attacks that would impact
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a large area.
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Co-designer Justin Ma says “just as a game
design principle, we would sacrifice cool
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ideas for the sake of clarity every time".
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And this isn't the only game where this happened.
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In Hearthstone, the reason why you can only
have seven minions in play at once, is because
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that's how many fit on the screen.
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And certain hero powers were changed because
they were too complex to show through UI elements.
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Ultimately, if something can't be made clear
to the player then maybe it's not a good game
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mechanic and should be simplified.
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UI isn't a band-aid to fix broken game mechanics
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the HUD in tandem with everything else - and
not throw it together at the end.
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Because just like everything else in game
development, UI isn't something to be done
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arbitrarily, or "because that's how other
games do it".
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It should be done with clear thought and intention.
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Let me know which games you think have awesome
UI in the comments down below.
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It's indie game recommendation time!
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This is Room to Grow - a grid-driven puzzler
about a cactus that can grow in order to shunt
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plants into the goal.
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It quickly gets more complex as you push against
the wall to move your entire spiky body.
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And then more mechanics get thrown on top
of that.
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It's a thoughtfully made little game with
lots of charm and some devious meta-level
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challenges.
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It's out now on Steam.