What is your favourite point 'n' click interface?

Started by Tenacious Stu, Wed 07/04/2010 21:59:07

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Tenacious Stu


I used AGS to create a game a couple of years ago, but it wasn't very good as I didn't spend as much time on it as I should have done. I'm now at university studying Computer Games Design and I recently rekindled my love for the point 'n' click genre. Until recently, the only ones I had played were Broken Sword I & II and Simon The Sorcerer I & II, I had also played a few games at friends houses etc. I am currently in the process of playing through a few of the classics (I played the Secret of Monkey Island for the first time last month!!!) and I'm now in the design mood again. I want to start a project in summer after my University projects, but I'm scribbling stuff in my brain for now. I began thinking about what kind of user interface I should use and wanted to get peoples opinions on the style they prefer, so...

What is your favourite point 'n' click interface?

Do you prefer Lucasfilm style (Look at, Talk to, Pick up, Open, Close, Give, Use, Push, Pull) or maybe something like Broken Sword with the white hands?

What would YOU like a point 'n' click interface to be like?


Sslaxx

The interface that Ben304's games use (left click to interact, right to examine) appeals to me in its simplicity. That said, I like the other styles I've tried too, from the UI of Return to Zork to the Sierra-style verbcoins and the Lucasarts verbs.
Stuart "Sslaxx" Moore.

Radiant

I think simplicity is best: the one-click interface used in Warthogs, Quest for Yrolg and Root Of All Evil reflects that.

Basically, consider the Sierra interface. Then consider that there are basically three kinds of things on the screen: floor, hotspots, and characters. The "walk" cursor only applies to the former, the "speak" cursor only to the latter. That means you're down to one or two cursor modes without even trying. Additional actions can always be taken from "use item on".

ThreeOhFour

I've been using either the 2 button (left click use right click look) or 1 button (left click does all) interfaces for a while now.

I noticed while playing Planescape: Torment that any time one required puzzle interactions beyond the standard "interact" they were presented via dialogue trees. Presenting puzzle elements (such as "push lever" and "pull lever") via a dialogue tree is something I now favor over having unique verbs (such as the Lucasarts style verb GUI) as it streamlines the game design and puts the focus on the puzzles being the challenge, rather than the interface itself being part of the challenge (such as trying to brute force one's way through puzzles by using every action on every hotspot).

That being said, I can also appreciate the merits of other interfaces as well.

Tenacious Stu

I agree that the modern style games should have a feel of simplicity. I recently tried playing Maniac Mansion and the number of verbs to choose from.. YIKES! It can be a little overwhelming, especially (as Ben304 mentioned) if the player is stuck and is attempting every combination of verbs, inventory, hotspots and characters, it kind of takes the fun out of figuring puzzles out.

I will have to play a few of these games you have mentioned, so I can reflect on the interface. How about an interchangeable cursor that morphs depending on the situation, for example if you hover over a person, a speech bubble appears, or if you hover over an object that can be picked up, a hand icon appears. And right clicking on any of these things would class as the 'look at' interaction.

What about inventory? Do you like it to be on show all the time like Monkey Island II and Broken Sword, or do you prefer it tucked away as with the default AGS setting?

Shane 'ProgZmax' Stevens

#5
There's nothing wrong with having multiple verbs in a game so long as you have a USE for them.  The major issue with older games like Maniac Mansion is that, while all of the verbs had important functions in the game and multiple uses, many of them were just plain REDUNDANT.  OPEN/CLOSE could be reduced to USE, for instance, thereby saving an addition menu click should you want to toggle the door between open/closed.  Same with TURN ON/TURN OFF and several of the other oddly similar verbs.  When you refine down the controls, I don't think your goal should necessarily to be to make it as plank stupid to use as possible but as an augment to whatever gameplay you have going on.  It's perfectly reasonable to have the cardinal verbs (look, use, take, talk) with a default to walk, for instance.  Even so, if you really want you can compress use and take into a single verb like INTERACT, though INTERACT by name doesn't necessarily conjure images of picking up strange rocks so much as pulling a lever or molesting a female sprite.  One fairly sensible reduction is to change use to interact and sacrifice talk, since that leaves the player with a reasonable sense of verb purpose.  

Ultimately though, the interface needs to deliver the goods (whatever those are), so a mega-simple interface can fall short of delivering just as easily as an overly complex one (lack of things the player would like to be able to do vs. confusion over what does what).

I'm not sure which game I'd list as having my favorite interface; I loved and despised Kyrandia's at the same time (loved the dynamic inventory but hated the backtracking it was designed to accomodate).  I definitely think verbcoins have their uses and avoid being intrusive (occupying screen real estate) which is a definite bonus.  I think my favorite interface would probably be a couple of basic verbs at the bottom of the screen and an inventory bar you can pluck or drop items into/out of at will.


xenogia

I prefer the simplicity in an interface these days, for my game The Face of Corruption I have ended up using the left click is interact and right click to examine.  I have also made that the inventory is at the top of screen also so there is need to press TAB to bring up an inventory screen.  I like everything streamlined and I guess context sensitive.  Makes for a much more enjoyable experience even though to a degree it makes the puzzles somewhat easier to figure out.

Crimson Wizard

I think it is not the amount of verbs, but the implementation that may either favor or annoy.
For example, I always hated classic Sierra interface, because it sometimes required lots of verb switching while character found himself in various dangerous situations. I hated Lucas Arts multi-verb interface much less, because usually you had enough time to choose verbs there.

Speaking of favorites, I like 2 types of interfaces:
1. Two button interface already mentioned above - left button interacts/right button examines. It's fast to use and easy to get used to. Good for games with simple interactions.
2. The interface introduced in 7 Days a Skeptic (and maybe in some other games which I simply don't remember) where you click on the object and a verbs GUI opens, which also contains your inventory. In fact, I believe that is the best multiverb solution I ever saw. It allows more complicated puzzles than 2 buttons interface, while is much more convenient and flexible than classic Sierra and Lucas Arts ones; and it does not require to click'n'hold mouse button like LA Verb GUI a la MI3.

That's my opinion.

Knox

I guess Im probably one of the "rare" few that likes the classic Sierra iconbar...Ive never been a fan of lucasart games (!), sorry guys :P

Im also not a fan of the "2 button" simplified interface (left click or right click)...I feel like its "dumbed down" and that Im not really getting to "choose" what I want to do, know what I mean? I personally LOVE Gabriel Knight 1's iconbar, just perfect!

--All that is necessary for evil to triumph is for good men to do nothing.

Dualnames

The whole thing with the interfaces is what goes for pioneering thought.
Once something is discovered we wonder how we didn't come up with it, and how easier it makes our life. Great example is Verb Coin's biggest annoyance: Time Delay. Great example of fix is: Reactor 09. Simply no bloody time delay.

It's hard to go "Cool" and "Easy", and those few interfaces that keep a game's interactivity levels up, and actually keep coolness factor up, are those that are really worth it.

It's a first, but I have to admit Yahtzee's text parsing theft from Magintz, into the 3rd Trilby game, is purely magnificent. If only it was his idea.

Nevertheless praising Magintz, yes you fool, you!

Crimson: With all the respect 7 days a skeptic interface felt rather too much.

I think Resonance is up to something great. Every time I talk to some member saying that it might be too complicated, they go frenzy saying I'm totally wrong. And Vince tested it on his mother. So that's something, I guess.

An interface must feel natural, yet as i said full interactivity. I think ProgZ pretty much sums all up what I want to say. Indeed a Kyrandia - Reactor 09 interface would be perfect.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Nikolas

Quote from: Dualnames on Thu 08/04/2010 02:16:38
I think Resonance is up to something great. Every time I talk to some member saying that it might be too complicated, they go frenzy saying I'm totally wrong. And Vince tested it on his mother. So that's something, I guess.
We meed to remember that his mother is HIS mother. The woman who gave birth to Vince XII, ergo an amazing woman to begin with! ;D ;D

If an one click GUI serves the purpose, then it's fine. Vince found a way to use two clicks, but having plenty of options with the items, memories and dialogues. I could go further but % o $ are stopping me! ;D

Incidently the old Kyrandia games were using an one click GUI, if I remember correctly and they worked fine, for what they were. Either way item puzzles are 95% solved by "use" and item "on" something else. Interact seems a beautiful compromize for an Adventure game.

Crimson Wizard

Quote from: Dualnames on Thu 08/04/2010 02:16:38
Crimson: With all the respect 7 days a skeptic interface felt rather too much.

Ah, I forgot to mention, that it would be better if verb list was context-sensitive.
Anyway, it is the interface I am now trying in my own project, "Open Eyes" (context-sensitive verb menu opened by left click (left-click - since characters cannot walk in my game ;))). We'll see if people like it.

Radiant

Quote from: Crimson Wizard on Thu 08/04/2010 01:44:36
2. The interface introduced in 7 Days a Skeptic (and maybe in some other games which I simply don't remember) where you click on the object and a verbs GUI opens, which also contains your inventory. In fact, I believe that is the best multiverb solution I ever saw.
That sounds like the classic Delphine GUI.

I find it important for quick gameplay that commands are available with a minimum of mouse clicks, and have keyboard shortcuts. This rules out most verbcoins: a click-hold-drag action should be unnecessary. The LucasArts GUI actually has lots of keyboard shortcuts, and lets you pick common actions by right-clicking; these features tend to be absent in many indie games using a similar GUI.

Eggie

I love the elegance of the CMI verb coin but I really think there's something truly special about selecting a purpose-built verb from a big ol' selection.

But yeah, as it's been said, keep it logical and useful: move instead of push and pull, consume instead of eat and drink, operate instead of turn on and turn off, no 'rub left elbow on' option if its only used once etc etc

m0ds

I like either ones that hide themselves at the bottom of the screen (I think Broken Sword 2 had one like that) or just big clunky ones at the bottom. But of the big clunky ones - I like the graphical versions, as seen in Flight of the Amazon Queen - rather than the LEC loads of words style. Mr Rideout projected my favourite style (from Amazon Queen) into this GUI he made for me:


Stupot

I'm playing 'Secret Files: Tunguska' at the moment, and I'm getting on quite well with the interface.  There's nothing special or gimmicky about it.  The cursor changes to a picture of a mouse and tells you which buttons are pressable, and what it does when you press it (look, use, return,) - And the items are locked to the bottom of the page.

You could do worse than to check out Vince XII's Why Your Game is Broken articles.  Part Two is especially relevant to this discussion.
MAGGIES 2024
Voting is over  |  Play the games

blueskirt

Verb Coin, it's the perfect mix between the smoothness of the Two Buttons interface and the interaction possibilities of the Sierra/LucasArts interface. Just make it so it appears instantly the moment you press the right mouse button and so you don't have to hold the mouse button when it appears.

Babar

But it is intrusive, and usually blocks view of whatever you clicked on, and usually takes a while to disappear (or you have to click somewhere outside).

I don´t much care for 2-click interfaces either, though :D.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Wesray

I don't really like those streamlined one-click-takes-care-of-everything interfaces (or verb coins, but for other reasons).

I mean the original LucasArts verb bars are probably overkill, but I always enjoyed trying out the different verbs. The many options gave an illusion of freedom, and you couldn't really try everything on everything but had to really think your ways through the puzzles, especially since online walkthroughs were not yet around. That also meant the puzzles had to be logical. Ahh, good times!

Probably my all-time-favourite interface and the best compromise between simplicity and interactivity is the one from Gabriel Knight 1, closely followed by the reduced LucasArts verb bars (Monkey 2, Indy 4).
THE FAR CORNERS OF THE WORLD: Chapter 2 currrently in the works...

Ali

Quote from: Wesray on Thu 08/04/2010 19:03:43
the best compromise between simplicity and interactivity is the one from Gabriel Knight 1, closely followed by the reduced LucasArts verb bars (Monkey 2, Indy 4).

I just replayed GK1, and I've got to say the interface is one of the most unintuitive and most cumbersome i can think of, thought the game is great in spite of it. It's a shame the designers hadn't read Vince's Article. Waste my time with a 'Move' verb...

Broken Sword and CMI provide the player with 2/3 interactions per subject, which seems the right amount to me. The latter more appropriate to a comedy game, where the silly responses are part of the fun. Though I don't find verbcoins intrusive, I believe CMI allowed you to use shortcut keys in its place.

I did find the one-click system of Telltale's SBCG4AP to be limiting, which was a negative point in an otherwise good series.


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