Friday, August 31, 2012

Bad Game Interface Design Post


            I will be discussion the bad game interface designs for Diablo III. Diablo is a hack and slash point and click horror fantasy role-playing computer game where the character fights against hordes of demons and the Prime Evils. The game is focused on having a balance between high damage, stats, skills and items. The game has an Auction House, gameplay, achievements, banners, friends list, characters list, …

1.              In Diablo, there are ways to view a players achievements and characters. There is a two ways to view the player’s profile. Also the options for opening the player profile are not easy to use, hard to know which buttons do what.



2.              When not in a party, there is a lot of unused space on the right side of the screen. The background is nice to look at but feel that there shouldn’t be any worthless space.



3.              In the Auction House, there is no easy way to know if the items the player is trying to bid on or buy are better than what they already have. When in game, the tool tips are displayed to show an increase of damage output, armor and life.



4.              The top right side of the game screen has Location Name, Local Time, Mini Map and Objectives. It feels very cluttered and it takes away from the actual gameplay screen.



5.              In the Key Binding tab, the player can change or edit their hot keys. The colors of the buttons are red and the text for keys that are not set are red as well. This seems like a mistake that has been made.


Thank you for reading my post and I look forward to answering any questions or responses.

Daniel Weimer

Good Game Interface Design Post


            I will be discussing the good game interface designs for StarCraft II: Wings of Liberty. StarCraft II is a real time strategy computer game that has three alien races that are used to fight wars. The game is focused on having a strong economy, strategically commanded armies and having technologic advantages.

1.              StarCraft II’s game clock and mini map are in an easy to read position. The color choice makes the numbers easy and clear to read. The mini map is also easy to read with a proportionate sized replica. Both are located in the bottom left corner.



2.              In StarCraft II, the player can have up to nine control groups to group up an army, spell casters or building. The control group tabs display small portraits for what units or builds are in the control groups. They also display the assigned number keys.



3.              While playing StarCraft II, a player must mine minerals and gas to spend on buildings, upgrades and units. They must also build food to be able to make an army and workers. The mineral, gas and food counters are displayed in the top right hand corner.



4.              In StarCraft II, the player can control units and issue them commands. Here shows the placement of the units portrait and commands; move, stop, hold position, patrol and attack. This interface is displayed in the bottom right corner.



5.              When in a replay, a replay control tab is displayed above the unit/building commands. The tab has a minimize button, time lapse, time scroll bar, play/pause, speed down, speed up and player view/camera. The compact design is perfect for not taking up space.



Thank you for reading my post and I look forward to answering any questions or responses.

Daniel Weimer

Saturday, August 11, 2012

Happy Birthday Nick "Tasteless" Plott!!


Happy Birthday Tasteless and thank you for everything you do for eSports and the community!!

Friday, August 10, 2012

Long Time, No Blog

Okay so I haven't posted a quality blog in quiet some time... I am planning to get back on the schedule and start posting my schoolwork, gaming related pieces and maybe do a journal thing again. Of course I will probably post some news articles, music and movie and game trailers also. Anyways for the ones who still check out my blog I will try to get more content out to you.