September 10, 2007

About a button...

„So here is a bothersome question.

In order of importance for a button on the screen how do you rate...

The design of the button
The position of the button on the screen
The action that button will do
Feedback that the button is available
Feedback that the button has been activated
Feedback on cooldown (assume it has a cooldown)

It's been bothering me for a while.“ - P. Barnett, creative director of EAMythic.

Not very bothersome imho. They are all equally and utterly important. Let me explain why, from an MMO design standpoint of view.

The design of the button
Very important for players that are new to the game and thus tremendously important for the game. They have not yet figured out how the controls are working. They still need to learn when to use which ability to play efficiently,... The design of the button is the safe anchor: it tells them by art design what the ability generally does („Hm, a sword with guts on it – it's probably a close-combat damage ability!“). After a while, they'll have learned the buttons use and the action which is activated by it – and will mostly only use it's visual design to rearrange their individual keybinding-defined hotbar.

The position of the button on the screen
Again, very important for players that are new to the game and thus tremendously important for the game. If they can't klick on it as fast as other buttons, they will probably use it less often because they think it is not important. In general, you have to differentiate between standard attacks (e.g. fireball) and situational attacks (e.g. a counter-attack after parrying). The standard attacks should be arranged close together, due to tradition and 'WoW standard' preferably at the bottom of the screen. Situational attacks should pop up close to the character model when available to give feedback of „You did X, now do something cool out of it!“ and to provide easy attainable and instant gratification. Later in the game, they won't care too much about the (standard attack) button positions anymore since they'll mostly be using their keyboard for activation.

The action that button will do
The available actions define your character. They provide meaningful choices and reward correct decisions in a way that can decide between victory or defeat. Every single action should have a significant impact on the situation that causes its activation. Utterly important.

Feedback that the button is available
The player will require standard attacks to be accessible at all times and that situational attack buttons pop up and textually & visually notify the player as soon as they are available. If that's not the case, it's bad feedback design. A design flaw that should immediately be taken care of. Tu sum up: it's more than important – it's a gameplay requirement.

Feedback that the button has been activated
There are two kinds of feedback: the button feedback (e.g. it greys out until the cooldown is finished) and the screen feedback (e.g. a special attack animation that is being performed by the character). A button has to react immediately upon activation. Everything else will confuse the player, cause unintentioned double-activation and thus frustration due to unwillingly performed actions. Again: more than important – it's a gameplay requirement.

Feedback on cooldown (assume it has a cooldown)
Another gameplay requirement, this time for the opportunity to strategically plan in advance. Which ability do I want to activate next? Are there cooldown-related dependancies („When I slow him now I could fire my ranged ability a second time to finish him off.“)?

1 comment:

Anonymous said...

Not a bad scalping of the problem. You have ended up with a theory of your own that you understand and can explain which was the point of the question in the first place. Good work!