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分析《X-Com UFO Defense》中的UI设计失误

发布时间:2012-07-25 11:45:19 Tags:,,,

作者:Josh Bycer

当提到经典的电脑游戏,人们很容易就想到《X-Com UFO Defense》;这款游戏历时15年依然矗立不倒。它使用了多种游戏系统和令人惊叹的双重进程系统,直到今天仍然带给玩家无穷乐趣。然而,虽然《X-Com UFO Defense》是优秀游戏的典范之作,它也是失败UI设计的典型。

在我开始分析以前,我先声明:我并非贬低《X-Com UFO Defense》的游戏玩法。因为这款游戏的开发时间比较早,所以很容易产生这些UI问题。本文所提到的问题不会阻止任何人重新体验该作,毕竟它的设计直到今天依旧可圈可点。UI设计失误是很普通的,应该引起现在的UI设计师的重视。

屏幕切换

在策略游戏和RPG中,玩家要作各种决定:建造什么单位、穿什么装备等等。为了让玩家作出明智的决定,当然应该让玩家得到准确的信息。

当设计师在多个页面之间放置信息和选项时,UI问题就来了。玩家为了完成一个任务必须在数个页面之间来回切换,非常繁琐。就这频繁切换的过程中,玩家很容易就忘记了前面的细节信息,非常令人崩溃。

在《X-Com UFO Defense》中,玩家要做的最重要的选择是,由哪个小组成员执行哪个任务。各个人物的属性一开始就是随机生成的,会随着参战次数的增多而增强。时间单位是很重要的,因为人物越多,每个回合可以完成的事就越多,随着勇气指数的增加,之后还会加入其他人物。

《X-Com UFO Defense》的UI问题是,玩家必须经过5个页面才能完成选择:

1、战士信息页面:显示所有成员的列表

2、各个人物的属性页面

3、地图页面:交通工具的位置

4、选择军队运输工具,再为小组成员选择可用的登船地点

5、将人物指派入船

虽然一般玩家完成整个动作大约只需要5秒,但每一次玩家想指定人物执行任务时都要重复这一系列动作。除非玩家事先把信息记在其他地方,或者玩家自己的记性非常好,否则指派多人时他就必须重复数次才能完成。

出现这种问题的原因在于页面的设计。下图是玩家选择小组成员查看的第一个步骤:

X-ComEX1(from chronicgamedesigner)

X-ComEX1(from chronicgamedesigner)

下图是玩家指派小组成员登船的第五个步骤:

X-ComEX2(from chronicgamerdesigner)

X-ComEX2(from chronicgamerdesigner)

注意到什么相似点了吗?两个页面都有大片未使用的空间。红线圈出的区域完全可以放一个按键,按下之后可以返回属性页面;或者关联到登船页面。除了快速取得相关的信息,另一个问题是重复对多个页面很重要的信息。

举个例子:换装备在RPG中是很常见的,既有从商店页面也有从玩家自己的装备库页面换的。因为玩家更换装备的频率,重复与在页面上装备属性相关的信息是惯常作法。这让玩家得以快速检查新物品叠加到当前装备上的情况。这也是《X-Com UFO Defense》的小问题,当查看新装备的属性值时,玩家不得不查看UFO百科,然后返回装备页面再决定将什么道具装船。

决定要重复什么信息和在哪里重复可以看游戏测试。如果在整个游戏过程中,你注意到有一些动作或页面不断地出现,那最好能想办法压缩这些动作。最好的压缩方法是,重复相关信息或提供快速链接(如果无法将相关信息显示在页面上)如此,可以使UI更合理,玩家的时间不必浪费在不必要的动作上。

陌生的符号

符号是帮助人类理解事物的重要部分。符号可以广泛使用,使人类大脑可以轻易地记住目的。例如,在美国,红色八边形表示停止。

符号的另一个用处是压缩信息,使之更容易被理解。例如,有放射物的地方,不是用一个文字写的警告牌提醒人们,而是用代表放射物的符号,让人们很快就能看到和理解。

因为战略游戏中的交互作用和机制,符号可以避免玩家对大量信息感到不知所措。但问题是,每一款战略游戏都有一套独特的机制,这意味着游戏中的符号也有不同的含义。一款游戏可能用蓝色球表示魔法攻击,而另一款游戏可能用星形表示。

在《X-Com UFO Defense》的回合制战斗系统中,玩家使用不同的UI。问题是,设计师为游戏设计了一系列专属符号:

X-ComEX3(from chronicgamedesigner)

X-ComEX3(from chronicgamedesigner)

如上图所示,这些符号让玩家很难区分各个按钮的功能。所幸的是,令人迷惑的符号有一个很简单的解决方法,即弹出工具提示——当玩家在某个符号上停留几秒时,一个简单地描述就会弹出来。有些战略游戏的工具提示做得更好,如果玩家在符号上停留得更久,还会显示更多信息。

UI设计是一个复杂的概念,因为在你玩游戏以前,你都不知道一切是怎么出现的。设计一个容易理解的UI对学习战略游戏来说是很重要的,因为这类游戏涉及各种规则和机制。设计师最不愿看到的事就是,玩家被页面上的信息搞得晕头转向。如果玩一款关于在中世纪称王的游戏,比事实上成为那个时期的王更复杂,那么,确实要调整游戏的某些方面了。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

The UI Missteps Behind One of The Best Games of All Time.

by Josh Bycer

When it comes to PC game classics, X-Com UFO Defense stands tall; over 15 years old and still highly regarded. From its use of multiple game systems, to an amazing dual progression system, it’s a game that people can still play today. However, while X-Com is a prime example of great game design, it’s also an example of poor UI design.

Before I get started, I just want to make the following clear: I’m not attacking the gameplay of X-Com. To be fair to the game, the problems with UI could easily stem from the fact that this game was made during the early days of PC game design. Both technology and design theory have evolved drastically. None of the issues mentioned in this post should deter anyone from replaying X-Com, as the design still holds up today. With that said the issues with the UI are universal and are important points for designers today to be aware of.

Screen Switching:

Both Strategy titles and RPGs are about making multiple decisions: Deciding what units to build, equipment to wear and so on. In order for the player to make informed decisions, they of course need accurate information to go on.

This UI misstep is when designers spread out information and the decision between multiple screens. What happens is that it’s cumbersome having to go back and forth between several screens to accomplish one task. What can happen is that with all the details involved, it’s easy for the player to forget them while switching, causing more frustration to the player.

In X-Com one of the most important decisions the player has to make is what squad members to take on each mission. Each person’s attributes are randomly generated at start and are increased as they survive battles. Time Units or TU are important as the more the person has, the more they can do during each turn, along with the bravery stat and another one that comes into play later on.

The problem with X-Com’s UI is that to make this decision, the player has to go through 5 screens to make it:

1. The soldier info screen showing a list of all members.

2. Each individual’s attribute screen.

3. The hanger where the vehicles are located.

4. Selecting the troop transport and then available spots for squad members

5. Assign people to the ship.

While the complete set of actions would take a normal player about 5 seconds to go through, that series must be repeated every-time the player wants to decide who take on a mission. Unless the player has the information written down somewhere else, or has a good memory, they’ll have to repeat it several times when assigning multiple people.

What makes this such an unusual problem has to do with the design of the screens. Here is the screen where players’ select squad members to examine for step 1:

Now here’s the screen where players assign squad members to the ship in step 5:

Notice any similarities? Both screens share the same design and have a lot of unused space. The red circled area would have been a great place to put a button that would link back to the attribute page, or for step one link to the ship assign screen. Besides quick access to relevant information, another solution is to repeat the information that is important on multiple screens.

As an example: Equipment swapping is common in RPGs, both from a store screen and from the player’s own equip screen. Due to the rate that players would replace gear, its common practice to repeat the information relating to the equipment attributes on each screen. This allows the player to quickly see how the new gear stacks up to what they are currently wearing. Incidentally this is also a minor problem X-Com, as to view the stats of new equipment, the player has to visit the ufopedia and then head back to the equipment screen to designate what items should be put on the ship.

To decide what information to repeat and where can come from play testing. If you notice that there are some actions or screens that you are repeating constantly over the course of playing, it would be good to find a way to condense the action down The best ways to condense would be to either repeat the relevant information or provide a quick link to it if it’s not possible to fit it on the screen.. By doing this it will streamline the UI and not waste the player’s time with unneeded actions.

Foreign Symbols:

Symbols are an important part of human comprehension. They allow the human brain to remember their purpose easier and can be used universally. For instance: In the US, we all know that the color red on an octagonal sign means to stop.

The other use is that a symbol can condense information down making it easier to understand. Instead of a sign giving a worded warning about radiation, the radiation symbol can be used to allow someone to quickly see and understand.

Due to the # of interactions and mechanics in a strategy game, symbols are important to prevent the player from being overwhelmed by information. But the problem is that every strategy game features its own unique mechanics which means having a different terminology for symbols. One game may designate magic attacks with a blue sphere, while others may use a star for example.

During X-Com’s turn based battle system; the player uses a different UI. The problem is that the designers created a bunch of symbols that are unique to the game:

Looking at those symbols along the bottom of the screen it’s hard to tell what exactly the function of each button is. Fortunately, the issue of confusing symbols has one of the easiest solutions in the form of tool tips. A simple description that pops up if the player hovers over the icon for a few seconds. Some strategy games go a step further with advanced tool tips, where if the player hovers for a few more seconds, more information is displayed.

UI Design is a tricky concept as you won’t know how everything will flow until you are playing the game. Creating an easy to understand UI is important to learning Strategy titles due to the variety of rules and mechanics involved. The last thing a designer wants to happen is someone being completely overwhelmed by screens of information. If playing a game about being a king during the medieval era, is more complex then actually being a king during that time, then someone has some streamlining to do.(source:chronicgamedesigner)


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