Questions tagged [games]

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

Filter by
Sorted by
Tagged with
36
votes
17answers
4k 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 ...
34
votes
6answers
5k 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 solution?...
27
votes
6answers
2k views

UX for Game Development?

We're about to embark on a small Casino-type Flash game and I've been assigned the task of "UX Lead"... Our company is just beginning to integrate and define the concept of UX. Our projects are now ...
24
votes
7answers
15k 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 ...
16
votes
5answers
3k views

How to represent level of difficulty while selecting a game?

I am working on a menu to select from various (3) game variants shown from top to bottom, each variant offering different difficulty levels. The difficulty will be selected by swiping (touch input ...
10
votes
6answers
5k views

Examples of good user experience design for virtual joystick in mobile or touchscreen games?

Many games for touchscreen mobile devices use virtual joysticks for movement. This has many issues: You can't see/feel where the joystick is pointing when you are using it. You can't feel where the '...
10
votes
5answers
351 views

Why are scores and points in multiples or 5 or 10

In a lot of games or gamification mechanics the point given to user are in multiples of 5, 10 or 100 and your score is always divisible by this number. Why?
9
votes
2answers
3k 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 ...
8
votes
8answers
1k views

Achievement unlocked, in other words

For my sports project I'm introducing an achievement system to reward users with digital items when achieving a goal. The user can view his trophy cabinet and see a silhouet of the to be rewarded ...
8
votes
3answers
2k 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 (...
8
votes
2answers
1k 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 ...
8
votes
2answers
724 views

Nested tabs on landscape mobile. Best Practice

I have a problem organizing tabs on landscape mobile screen. Input: It's a game. Screen named "Inventory". User can own hundreds of items. All items can be grouped into 4 categories. There should be ...
8
votes
1answer
1k 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 ...
7
votes
2answers
297 views

Is it possible to make a game design, where I can respect the user's intellect?

Long story short I am making a game, and I feel my game is too straightforward in making the user feel stupid (i.e : tutorial press button ... to move, etc). How can I make it feel more subtle, or ...
6
votes
4answers
503 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 ...
6
votes
3answers
6k 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?
6
votes
4answers
18k views

What should the size of a game's window be?

I'm making a game with XNA, what I'm wondering is; what should the dimensions in pixels be of the window? It needs to be a size that will work on the majority of computers. I'm not sure if there's ...
6
votes
2answers
369 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 ...
6
votes
2answers
906 views

Should you use both the accelerometer and the touchscreen in a phone/tablet based game?

So I've been formulating an idea for a game the past few days. I don't want to get into too many details, but I mainly just wanted to ask about one aspect of the gameplay. OK, imagine a game where ...
6
votes
1answer
2k views

Anyone know of a good pattern library for game UI design? [closed]

I'm a big fan of the Yahoo! Design pattern library. I'm surprised there isn't one for game UI - or at least I don't know of one. Does anyone? Looking for patterns for leaderboards, etc.
5
votes
4answers
2k views

Should I use a radial menu design for a touchscreen game?

We are working on a game for android. We had a normal menu where each menu entry is below the other. As we find this boring, we looked to different approaches and came across the lock screen on ...
5
votes
4answers
148 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 ...
5
votes
1answer
360 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
1answer
268 views

Would having people vote on the outcomes of multivariate tests keep people interested in UX?

I'd like to get people at my company involved in usability testing by encouraging them to vote on the outcomes of multivariate tests. A talk I saw at a conference a few weeks ago explained that this ...
4
votes
6answers
311 views

Players don’t realize they can move vertically

I'm making a bullet hell shoot-em-up game: However, those players who have no prior experience with bullet hell games didn't realize they can also move up and down. Moving only horizontally, they of ...
4
votes
3answers
336 views

My designer says 3D Text is outdated and looks horrible, is this true? [closed]

My website uses plenty of 3D Text, however my designer says it looks horrible and is old-fashioned "WordArt", and we should opt for 2D Text instead. Is this true that 3D Text is old-fashioned or ...
4
votes
4answers
314 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 ...
4
votes
4answers
192 views

Visualization of a resource with multiple competitors

In a game I am working on, the goal is to gather a specific percentage of some limited resource. Additionaly, players can shoot each other, resulting in a permanent loss of some amount of this ...
4
votes
2answers
187 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 ...
4
votes
3answers
213 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 ...
4
votes
1answer
635 views

Is there a resource for MMORPG trading interfaces?

I’m searching for some documentation/training/resource on MMORPG trading UIs (marketplace, auctions, changing items etc.). Is there any detailed documentation in this topic somewhere? ps. Google is ...
4
votes
1answer
188 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 ...
4
votes
1answer
65 views

Accessibility in video games, and designing for them

This is not a recent video (at least it was more than a year ago), but I was very fascinated to watch someone with vision impairment (as the result of cancer) playing a fighting game by listening to ...
4
votes
1answer
143 views

Are there any formulas or algorithm to evaluate playability of games from user's side?

I'd like to know what the title says. Basically, everything I have found deals with heuristics from developer's side, from device's side and the economical side of gaming development. However, couldn'...
3
votes
5answers
281 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 ...
3
votes
3answers
404 views

Designing a popup notice for a game

To put this question in context, this is for a (mouse-driven) ui-heavy game. During this game many popup windows will appear. They are mostly non-interactive, just displaying updates on various ...
3
votes
5answers
6k 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 ...
3
votes
2answers
297 views

one button, two functions?

We are designing an UI of a game like the following: 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 game ...
3
votes
3answers
121 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 ...
3
votes
4answers
734 views

Local multiplayer, game menu design (Up to 16 people)

Video Showcase: https://youtu.be/-oltrd0NZXo Legend: Local multiplayer - every one play in same room on same screen. Cheat-sheet for Joystick keys: http://guavaman.com/projects/rewired/docs/files/...
3
votes
3answers
382 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 ...
3
votes
3answers
639 views

How best to describe ranking and prizes using icons?

I have a site with an online game, there is a ranking of players. For each game the player gets points which are summed up in their ranking. During the game I want to show how much the player won ...
3
votes
8answers
360 views

Which symbols to show availability status for online gaming ? [closed]

I'm redesigning the UI of an online multiplayer game where the red and green colors already carry important meanings, thus they can't be used along with the orange to denote users who are "actively ...
3
votes
2answers
759 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
1answer
5k views

Most Common Screen Size used to play facebook games?

I am developing a facebook game. this game is written in php/Jquery/CSS. Up until recently, facebook games have been display in an iframe that was 720px wide. But recently, they gave the option to ...
3
votes
1answer
139 views

“General” game GUI (not mobile)

Looking at the general layout of a lot(but not all) of computer games across the FPS/RPG/strategy genres the format usually follows a rough pattern; Menu = top left, Chat/log = lower left, Action ...
3
votes
4answers
219 views

How to show that a bar is loading?

I'm building a game. Each character has an energy bar. It's red when it's in the low, and green when it's full. I'd like to make it obvious for the user to see that the bar is progressing ( getting ...
3
votes
2answers
364 views

How to define the number of people assigned to an activity in a friendly way (with regular updates)?

I work on a gaming web app. The user (player) has to assign people to different kind of activities on multiple views. Each view has 1 to 5 activities and a max amount of people. The user can assign 0 ...
3
votes
3answers
163 views

How many interactive controls is too much on a mobile game screen?

I'm making a screen for a mobile game (strategy like) There are 3 type of resources. Player has a base and bunker. Also he has different types of troops. Each troop can carry X resources with him ...
3
votes
1answer
76 views

Conveying another user's vision impairment

I'm developing a serious game for collecting behavioral data and I need to convey to each player some status information about the other players in the game. One piece of information I wish to convey ...