Case Study 7: Let the Menu’s do the talking!

Playstation 3: The interface of the ps3 is exactly like the interface of the psp. To me the menu seem a little dull at times unless you add a wall paper but in all their choices are alined really good and kinds of remines you of the ps2 (alittle) and that you’re playing a bigger verison of the psp.

Nintendo Wii: This interface is pretty good because of the fact that the controller resembles a t.v remote the blocks of content acts like channels when you filp through them. This menu also has a kid feel/look to alot of people, because of it only color and cartoony Mii’s (avatars) people don’t seem to be attracted to this menu as the others.

Xbox 360: This interface seems as if it appeals to everyone, (well anyone who likes 360). Over the years the 360 has had a good three or four new interface change and a new one on the way, this menu screen look/feels good to players of all ages.

Case Study #6: ICONS :)

Game Title: Gears Of War 3

Publisher: Microsoft Studios

Developers: Epic Games

Screen Shot 1:

Screen Shot 2:                                                                                                                                                                        

The light red represents an ally that’s on your team.  The Blue represents the enemy and vise versa if you were a gears instead of an locust. The yellow represents an member of your team to share ammo with. The Dark red represents a fallen ally in battle.

Case Study #5: Modes and Systems

    

 

Game Title: Crysis 2

Publisher: Electronic Arts

Developer(s): Crytek Frankfurt, crytek UK

Genre: First person shooter (Fps)

Platform: Pc, Ps3, 360

Game Modes: Opening, Action, Cinematic and management

Opening: New Game, load game, options and Multiplayer

Action: The story and the mutiplayer (online). Story you can find out who or what the super soldier is and in multiplayer this is where you play against friends and anyone. and you can level up your rank.

Cinematic: The begining story and cut scene throughout the story.

Management: When you go to change or alter something for your character he goes to look at his hand to change a weapon or an attachment.

Game Systems:

Movement: Because of different cloaking devices, invisiblity, steath mode, armor mode and etc. Movement is used differently then most fps.

Inventory: When playing (like all fps) you can pick up weapons as you play with or against friends and Npc’s.

Case Study #4: The Genre Switch

Super Smash Bros. And Final Fantasy

Control: I decide to put a battle meter/system in smash bros. to indicated a fight or hhow to battle. To attack the player would have to choose an attack and for special attacks is the same. when you hit slash Marth will do a slash.

Feedback: The battle meter placed on the screen shot will be used for combat, to select health, attack, power-ups, defense and etc.

Case Study#3: Off with their HUD’s!

Active – Turning the wiimote veritical will let you see the game/environment in first-person then by turning it (back) to horizontal you can see the game in a side – scrolling view.

Passive – Samus’s health and the number of her missles would be passive because they are used but not controlled.

Static – When samus shoots missles they go into the direction you’re going in or that you point in.

Dynamic – Samus has super missles that can be charged and shot at many enemies. She also has lethel finishing moves when taking on certain enemies, mini bosses and Big bosses.

 

Diegetic: Like when samus charges her missles, and when she walks you hear grass or foot steps on metal. When a mini boss or big boss is coming.

Non-Diegetic: HUD, Missles, Health

Spatial: When she gets in her morph ball and has to look around for the morph ball tunnel/highlight.

Meta: Only in First person, when taking damage the screen starts to turn/flashing red.

In the mock ups all I did was put a map at the bottom of the side scroller view like a wrapper, to go in and out. I also in the first person view I made it where when you take damage, Samus’s suit starts to flicker with electricity to indicate that she is getting severe damage.

Game: Metroid: Other M

Developers: Nintendo, Team Ninja, D-Rocket

Publisher: Nintendo

Genre: Acton-Adventure

Platform: Wii

Case Study #2: GOOOAAAAALLLLLs!

Name of Game: Assassins Creed Brotherhood

Publisher: Ubisoft

Developer: Ubisoft Montreal

Genre: Third person action, Sandbox

Primary Goals:

Feedback: The enemies that you have to avoid, and the amount of heatlh that you have that is on the top left side.

Progress: When your heatlh is low you have to either restore it but if you don’t have any more vails of heatlh you have to play more defensely to stay alive.

Instructions: The instructions in assassins creed is given at the top left of the srceen right below your heatlh.

Control: When you’re doing combination attacks sometimes you’ll be ask to perform a certain action like to kill an enemy by pressing X.

Street fighter IV Arcade Edition

Publisher: Capcom

Developer: Dimps/Capcom

Genre: Fighting

Secondary Goals:

Immersion:  people play this and get so in tune with it. And are dedicated to learning the moves, combos and techniques to the game.

Atmosphere: Atmosphere for Sf4 would be competitive. Each player wants to win the match in the quickest, and best way possible.

Audio: Playing street fighter without sound or imaging the sound effects off wouldn’t sound as exciting to the player(s) as it would if you had the sound on listening to a Hadoken being shot.

Case Study #1: Sad Interface

The picture Is a Radio. I feel this has a sad interface because this radio has alot of buttons that seem kind of unnessesary. You have to figure out how to turn to each station without accidently thinking that you’re about to insert a cd. Or turning up and done the volume. The stop, rewind, fast forward and play buttons are a little too small or to small to read.