Tuesday, April 10, 2012

Left 4 Dead 2 interface design

All screen shots in this post are from Left 4 Dead 2, created by Valve Software. I assume no ownership over original images.
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While the game play in Left 4 Dead 2 is by no means simple, the interface for the game is somewhat minimalist. At any given time, the player can discern their health, the health of their team mates and the items they currently have equipped.

The player’s health appears in the bottom right corner of the screen. The more damage the player takes, the more the bar depletes. Direction damage is coming from is indicated by red arrows which appear on the screen if the player is being attacked from behind or a direction they are not currently facing. In addition, the health bar will change colors to reflect the amount of damage the player has taken and how close they are to being knocked over or killed. Green means good condition, yellow is slightly worse though not yet critical and red means dangerous condition. In addition to the visual representation, a character tends to move slower when his or her health is in the red. If the player uses a med pack, an item that permanently refills health, then the bar replenishes normally and remains solid. However, if the player uses items such as the pain pills or adrenaline shots, the bar will fill transparently. The color tends to change to either green or yellow, but the bar will gradually deplete over time. This coupled with the transparent filling signal the player that the health boost is only temporary. These same rules apply to the player’s squad mates’ health at any given time, though these health indicators are a tiny bit smaller on the display than the player’s. Also, some of the equipment the other players currently have is displayed over their health bars. If a player reaches critical conditions, where being knocked down again means death, the color on their layout will de-saturate and, depending on how close to death they are, a heart beat sound effect will play. Conversely, when the player is under the influence of adrenaline, the sound will mute and the edges of the display will blur to reflect the slightly dazed, super-powered state the player is now temporarily in.

To the left side of the screen is a display showing what the player has equipped along with empty item slots. On the PC version, they are layered vertically corresponding to the order they will be equipped while using the mouse wheel to select an item. On the XBOX, they are set out in a pattern that represents the hotkey layout on the directional pad. All of the item slots have a default icon indicating what might be equipped there, save the primary weapons slot which is entirely invisible until the player picks up one of the primary weapons, such as the shotgun or the sub-machine gun. In addition, weapons that function off of ammunition will have numbers next to their icons indicating how much ammunition the player has.



Much of the rest of in-game feedback comes organically, in the way that enemies deform when shot, rather than having health meters, from the game’s music, which gives cues based on which boss-type enemies are nearby and if a hoard is about to rush the party’s current position, or in the form of tool-tips or quick overlays. Regarding the lattermost, if a player is knocked down, a tool tip will appear on the screen notifying the player that a team mate has been knocked down and needs help. In addition to this, the player’s model will gain a yellow outline visible through walls so that other players can find their way to them. At other moments in the game, certain objectives will appear in the form of tool tips for the player, such as instructions to hold a position until rescue arrives or press a button to move forward. In addition to these tool tips, the characters will often have dialog that reflects the current objective, such as signifying which way to go or what item to interact with. Furthermore, times players have “saved” one another (prevented another player from taking damage by killing an attacking enemy before they could hit) or killed special infected are noted at the right of the screen.

The interface aesthetics for L4D2 is, again, a bit of a mixed bag. On the one hand, much of the information the player needs to know is told organically, adding to the immersion of the game and the feel of being in a survival situation. The player avatars, health bars and menu screens all have a gritty, film-grain look to them which in turns adds to the game’s atmosphere as well as hearkens back to old school horror films. Certain elements, though, such as tool-tips, some sound effects used while navigating menus or notifying players and glowing hi-lights around the characters or items can draw attention to the fact that the entire experience is taking place in a video game. The flip-side is that all of these cues make it much easier for the player to notice what is going on in the chaos while still forcing the player to pay attention by not doing all of the player’s work for him. What’s more, there is a game setting for the game that, while it doesn’t disable the computer game-ish sound effects, does disable tool tips and the glow around items and characters in order to make the experience more challenging and emphasize player to player communication.




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