For questions about UX in games that would be best answered by UX professionals rather than game developers.

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0
votes
4answers
212 views

Should I make an effort to prevent trivia questions from being repeated too quickly?

I'm coding up a fairly simple trivia game. Right now, I have about 350 different pairs of questions and answers. Each question is chosen at random from the 350 before it is displayed. While it's ...
0
votes
2answers
63 views

What text to display for a waiting screen in a game?

I am making a game that requires more than one person and I'm not sure what I should tell users while they wait. Here are some ideas I've come up with. Waiting for players Not enough players (2 ...
2
votes
1answer
45 views

Synchronizing game with Google Drive [closed]

I build an android game and I am working with google drive to synchronize the progress of the user. Rite now I build a mechanism to sync file to drive. This file may include game progress-information ...
0
votes
1answer
73 views

the presentation of a selected button of a page

It's often the case that there are two kinds of presentations of a selected page, like the following: 1.the selected button become dark and invalid, while others page-buttons are up-light and valid ...
2
votes
2answers
42 views

Tablet filters - way to display them

I'm working on filters for a tablet game interface (in HTML 5). First, I considered displaying classic checkbox groups but that uses a lot of space (requiring the user to scroll) and it's not visual ...
4
votes
2answers
120 views

Tablet Games - Most often used fingers

I'm looking for some statistics about how people use their tablets when they play a game. We're talking about complicated one with multiple interactions like strategic style. Do they hold the device ...
1
vote
1answer
72 views

What ways are there to teach users the rules to a game?

I'm trying to find all the different ways I can teach a user the rules of a card game and considering which is the best way to do this. I am building an application that allows users to play a number ...
0
votes
1answer
47 views

Tabs on Bottom or Top of Chat Window

I'm wondering if it'd be better to place tabs on the top or bottom of the chat window to navigate between chat instances in a video game. Any thoughts on which would be better? On one hand, placing ...
7
votes
2answers
200 views

What is the purpose of “press any key to continue” falling directly before a menu?

I've seen a lot of games--I'm talking about video games, with my experience mostly being on consoles--that ask me to press the A key (for example) before they show me the main menu. Is there any ...
0
votes
1answer
75 views

Point and click or arrow key/wasd game movement?

I am looking to start develop games and I am currently in the planning phase however when testing some other games close to what I was to create I see a lot of them use point and click character ...
2
votes
2answers
166 views

one button, two functions?

We are designing an UI of a game like the following´╝Ü Once you enter the Green button (Start) you start to fight. However, there's a limit of restarting the fight. When it come to the limit, the ...
1
vote
1answer
139 views

iOS indicate to user they can use a swipe gesture [duplicate]

I have a puzzle game for iOS where the user can swipe left to skip the current puzzle and try another one. They can also swipe right to view previous puzzles. However, I'm having trouble coming up ...
1
vote
1answer
42 views

Is it good to put a player into detention (jail) or just kick the user from a server?

I am developing a game server in an open-world game where players can do whatever they want. Once however my staff encounters a rule breaker I advise them to, by their judgment on how bad it is, to ...
8
votes
1answer
287 views

Why do RPGs show conversations in windows with talking head animation?

Coming from an adventure game background, where conversations usually happen as subtitles or speech balloons, with at most a bunch of answers to click at the bottom of the screen, I've recently ...
30
votes
6answers
3k views

What to show while a game is loading?

I would like to know what is the best solution to show while a game is loading? Do you think just showing a loading bar is enough, or is entertaining with a mini-game, like snake, the better ...
0
votes
1answer
52 views

Slick text transitions for game tutorial

Are there any names for the techniques/transitions used to make text appear in a slick, and attention grabbing (but unobtrusive) way? A typical use case for this is the tutorial level of a game, ...
1
vote
1answer
236 views

What symbol(s) can represent difficulty level in the context of a game?

In short: How to indicate that a numeric display represents the difficulty level? I'm looking for a symbol that represents the concept of ever-increasing difficulty level, in the context of a casual ...
8
votes
3answers
1k views

Health bar decreasing orientation

I'm having a contradiction with a friend about the health bar in a game. He designed it so that the hearts are getting empty (greyed out) from left to right, and I said to him that they should empty ...
3
votes
3answers
104 views

What is it called in UX terms when you share a unique link to privately share/collaborate?

I'm looking for the name of a specific name of a UX convention. Many games, to allow for multiplayer games without logging in, let you share a unique URL that when another person visits, will create ...
4
votes
3answers
622 views

Why “Press Any Button to Continue” screen in beginning of games?

Many games asked user to "Press Any Button to Continue" after splash screens before game menu. Is there any good reasons for asking that?
1
vote
2answers
951 views

Why are most game controllers left handed?

Most game controllers (game pads, joysticks) use the left hand for directional control, which is also the task that requires the most dexterity. Most people are right handed, but end up using their ...
22
votes
6answers
4k views

Why are the controls opposite/inverted when flying in a game?

In a game, we would normally use the directions in a normal way to move, i.e. "up" for move forward, "down" for move backwards, "left" for left, and so on. Although, when we play a flying game, why ...
1
vote
1answer
71 views

What's a pleasant way to mark a point in a 3D grid?

This question is related to a problem a friend of mine has encountered (in the context of a 3D video game, if it matters at all). I'd like to know if there's a UX pattern for the following use case: ...
1
vote
2answers
174 views

Why do some games represent experience level with stars?

In some games, stars are used to represent a player's experience level. Does anyone know the origin of why people do this? I guess it might be because it represents reaching another milestone but I ...
0
votes
2answers
174 views

Why don't iOS games show the correct number of notifications in the app icon?

I've observed a common behaviour among most games for iOS devices, they constantly generate push notifications, but show just one on the app icon. So, most of the time they look like this: You ...
2
votes
3answers
121 views

Where should the subtitle setting be in video games?

I was recently playing Dead Space 3 and was trying to turn on the subtitles. I found them to be in the Audio sub-menu. In other games, it can be in the Game or Video sub-menus. As subtitles are ...
2
votes
3answers
488 views

Does including background animation or motion in an application increase user engagement?

I'm interested why top game companies put a lot of "background" animations in their games - has it been demonstrated to increase user engagement? Does it take longer for a user to get bored of a game ...
2
votes
1answer
670 views

What is the reception of flat UI in modern tablet Videogames?

Here's what a typical modern iPad game looks like. There's lots of eye candy in this image, like golden gradient borders, buttons that look like gems, gradients, etc. Icons for weapons are drawn in a ...
1
vote
1answer
139 views

Which chess board labelling is better in terms of UX?

I'm making a chess game for iOS and I want to label the ranks and files (columns and rows). Is it better to put the labels inside or outside the squares. Bear in mind that putting them on the outside ...
3
votes
5answers
223 views

Is there any underlying rule/paradigm for UI that prefers LACK of animation, as in a game?

There are plenty of questions/answers discussing when/where to optionally include animation in an app. Now it comes to the point, there is almost ubiquitous animation all over media. Even a few ...
0
votes
2answers
1k views

Numeric input - alternatives to slider / text field for mobile game?

For our game the player's occasionally required to enter numbers. Sometimes it's the number of units to buy and in that case typically a number between 1 and 10,000, other times it's goods to buy, in ...
1
vote
1answer
310 views

In Final Fantasy games, why are your characters on the right hand side instead of the left hand side?

I found this history of Final Fantasy on reddit and it mentions about Final Fantasy 1: it was one of the first games to adopt the right vs. left fighting style. Other games in that genre had ...
0
votes
2answers
125 views

Does asking for confirmation create stronger engagement

I noticed in some game apps, a modal dialog is shown asking, "John Doe has sent you an invitation to play. [Accept] [Decline]". In other games, the game just pops up in your list of games, and you ...
1
vote
3answers
214 views

2D action shooter “left-to-right” VS “bottom-to-top” experience

Which type of games is more suited for users on mobile platforms (phones, tablets) considering their thumbs movement? LEFT TO RIGHT like in R-Type? or BOTTOM TO TOP like in Xenon?
0
votes
3answers
221 views

How does game interface design differ from web design? [closed]

I recently saw a similar question on Quora, and was curious about how design focuses in both fields differed? Bonus points if you can summarize it in a catchy little sentence or something.
0
votes
2answers
242 views

Are these $ symbols awkward for UX on Who Wants to be a Mil… parody that's titled Who Wants to be an Expert?

Below is a "Who Wants to be a Millionaire" type game show parody used as a practice quiz at the end of an online course, before the student takes their final exam. While it's obvious that this is ...
4
votes
3answers
167 views

Who should be able to pause/restart/quit the game in a turn based game?

I have a game that consists of players making moves in turn, on a single console (Xbox 360). Up to 16 players can play in one game. The xbox can have up to 4 controllers associated/connected to one ...
5
votes
4answers
320 views

Progress bar that allows to understand both current and maximum values

I need to design a health bar for a game, so that the player could guess at a glance not only its relative value (i.e. amount of remaining health compared to its maximum), but also to understand how ...
2
votes
5answers
277 views

Way to display a lot of end-game data

I am building a web app for providing League of Legends players with a more detailed match history and statistics as well as an internal ranking system (for friends) and achievements, as well as an ...
34
votes
17answers
3k views

What is the best way to represent the difficulty level in a children's game?

I am building a game for children. The game contains questions. Age range: 5-18. Context: learning. Before the questions I have a screen where the children select a difficulty level: I want to ...
4
votes
4answers
237 views

Timer on game for kids

Game description: The kid has a multiple choice question. If the answer is wrong or right they procede to the next question and so on. The question: Is it good or bad user experience for kids, if I ...
6
votes
2answers
218 views

UX guidelines for a web game tutorial

I need to design a tutorial for a simple web game. I don't know what would be better: a video? an overlay with info about game elements? Moreover... I was thinking to use it on the splash screen ...
0
votes
1answer
145 views

best way for a multiplayer lobby in a smartphone game

This is how it works now: At this time it is a web app and then: users choose an ID and a password, then create a new game, the server returns the code of the new game created, the other players ...
3
votes
2answers
372 views

Vertical scroll down navigation for Facebook app?

I am designing a web app that must live both as a Facebook app and on a external website. The website is designed as vertical scroll-down website with 3 sections. How do I translate this kind of ...
3
votes
3answers
98 views

Alerting a player that a game has started in another browser window

I have a web-based game for two players. When the first player enters, he/she has to wait for a second player to enter, which may take several minutes. I noticed that people get bored waiting, and ...
4
votes
1answer
135 views

Character stats page design for Facebook game

I need some expert advice redesigning the layout of my Facebook game. Below is a screenshot of my home page as it stands now. Styling of margins and some font stuff isn't done which is why some things ...
7
votes
2answers
576 views

Hangman game on mobile - Qwerty or alphabetical keyboard

I'm building a hangman game as part of a bigger mobile educational application. As you know for hangman you select letters and see if they are part of the word or sentence. I'm trying to decide if I ...
5
votes
1answer
241 views

Do Radial Menus have an implicit hierarchy?

I've been designing radial menus (also known as pie menus, or contextual menus) for some time. Mostly for the video game industry. I've had a lot of success with them, and I find them helpful for ...
5
votes
4answers
126 views

Representing how many you have with how many they want

I have a problem whereby we are asking a user for multiple items. This is in a gaming scenario and the game has lots of items. Each item is manufactured from other items and is only counted once it ...
2
votes
2answers
124 views

How do I make tablet ported game controls feel “native”?

I've seen some games on tablets lately and most of them don't seem native. They add a digital analoge stick or something to navigate, but they feel strange. When a game uses mouse a lot this can be ...