Shadow Wars - Designing an Interface - Part 1
Friday, October 10th, 2008One of the first things which needs to be considered when designing an interface for a web-based game is the architecture of the display. I’m going to use DarkGalaxy as a place for comparison as it’s something most of you are familiar with and can hopefully relate to.
One word which is being constantly thrown around TE HQ is ’simple’. A lot of ideas and plans get thrown out at the drawing board simply because they are too complex, not from the development side but instead from the usability side, but how do we evaluate this? It comes down to a few simple rules:
- How many clicks will it take to perform the action?
- Will the action interfere with the users current objective?
- Will a user need prompts and tool-tips to understand the concept?
- How long will the action take to perform?
- Is there any unnecessary input required?
- Is it easier to have multiple browser windows to handle this task?
These points may seem pretty obvious, but unless you specifically analyse each one before development begins, you may end up wasting time at a later date trying to improve behaviour, or possibly worse, leaving it as it is.
Lets take the following scenario as an example, I’ve just received an important mail which I have to read immediately. I’m currently in the middle of organising a planet, lets look at the DG way of handling this:
- You spot the Mail text highlighting in the top right corner
- You click it
- You find the mail which you just recieved
- You open it, and reply if nessecery
- You hammer the back button to find the planet you were at, or go via. the Planets list
This is somewhat considered the ‘Standard’ way of handling mail, and I’m sure you would forgive us for following this methods for Shadow Wars, but lets look at our criteria, We have 5 or 6 clicks (including returning to the start point), you loose your spot during planet management, the prompt for a new email is vague (lack of info as to who mailed you from the initial look meaning you cannot spontaneously decide whether to ignore it), including page loads it can take a few minutes to reply, and it’s mail, so there isn’t any unnecessary input. In most cases it’s easier to have a separate browser window to handle mail.
So we spend some time taking a closer look at this, looking for ways to streamline the process and make it more accessible. One of the solutions is as follows:
- A notification window appears in the bottom right of the screen telling you who the email is from, and the subject (as well as the standard ‘Mail’ button update)
- If you click on this, an ‘in-page’ dialog window pops up across the current page with the mail details and reply options
- The dialog has a little close (and possibly minimise) button in the top right which allows it to close or hide the mail taking you immediately back to your original position
With those small steps, we’ve significantly simplified the ‘dynamic mailing’ procedure, and have given the user the ability to easily interact with mails, as well as the choice to easily ignore them if they lack importance. It will still take a moment to download the full email, but you’re receiving content which is directly relevant to what you need (as opposed to having to download the entire mail list).
This hopefully gives you an idea of some of the approaches we are taking to improve the online turn-based experiance, and make Shadow Wars a fun game to experiance and play. ![]()