An Interaction in a game could be broken down into 3 components.
What are the 3 components?
INFORMATION | >> | INTERACTION | >> | FEEDBACK |
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My definition of a Game Interaction refers to the time when the Player is required to or wishes to do something in a game.
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A Game needs to have the presentation of INFORMATION, allowance of INTERACTION and providance of a FEEDBACK. This does not only applies to Games because many things possesses these same components, but since I’m a Game Designer, I would talk about it in the context of a Game. |
1. INFORMATIONmust be presented for a player to react. There must be appropriate information for a person to understand what something is for, or to anticipate what would happens next, and so be able to execute a proper reaction. Without information the Game would fail even before it starts. It applies to any events.
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2. INTERACTIONdescribes how the gamer controls the game. INTERACTION considers (default) key assignment, contextual crosshairs, mouse controls, gamepad configuration, motion sensing equipments, interfaces… anything that lets the Player interact with the game. Is the interaction means straightforward? Does it uses established controls convention or does it require learning? Are the configurations awkward? Is it easy to understand? It covers a wide range of topics, ranging from ergonomics to established conventions.
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3. FEEDBACKrefers to the result of the Player’s INTERACTION according to the INFORMATION. A satisfying feedback would let the Player know that something right was done and provide the motivation for the Player to keep going, while a poor feedback would destroy the overall experience. Feedback would refer to a combination of sounds, effects, animation, movement, points etc… or just one of the components, depending on the situation.
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The above are just some simple examples and description, its not hard to understand the three elements, but to fully understand and know the scope that each of them covers is the most crucial to the design of a Game. |