Successful video games and video game systems can be made or broken depending on their interface.
Take the Ninetendo Wii for example:
Instead of increasing control pad features and graphic processing power like rivals such as Xbox 360 and Playstation 3, the Wii is designed around an almost entirely haptic interface. The Wii interface propelled the once ailing Nintendo brand to the front of the pack, with the Wii outselling both the Xbox 360 and Playstation 3.
In John Maeda’s book, The Laws of Simplicity Maeda states that the first law of simplicity is to reduce.
A balance is struck between how complex something has to be and how simple something can be.
Using this first rule I will analyze several popular video games, both new and old, pointing out the strength and weakness of each. In addition to Maeda’s principle of simplicity I will add my own principle as it pertains to video game design:
The interface must not occupy our minds, Instead we should be so immersed as gamers that our interaction with the game allows us to momentarily forget ourselves and the real world. This is the hallmark of a great game experience.
Wii Sports (Wii)
Wii Sports is an excellent example of a simple intuitive interface. To play tennis you swing your control pad like a tennis racquet. To hit a baseball, swing your controller like a bat. The best part is: it matters how you swing your raquet/bat/ect. just like in real sports. The haptic control of the Wii opened this platform to traditionally non-gaming audiences by simplifying the control scheme: now people in nursing homes could play, mom and pop could play, and the Wii took center stage as an inclusive easy to learn family gaming system
The weakness of the Wii and Wii sports is the same thing that makes it great. This system will not appeal as greatly to traditional gamers who enjoy mastering the complexity of games such as Grand Theft Auto, Final Fantasy or one on one fighting simulators such as Soul Caliber.
Rock Band (Multiple Platforms)
Rock Band breaks the mold of traditional games by allowing the gamer to be experience being a rock-star using fairly intuitive controls. Though not haptic, the gamer is immerse din the experience by the simplicity of play that focuses more on rhythm and coordination than memorization of button combinations. This game succeeds because of a combination of great interface with an immersion into a basic fantasy for many people: to be talented, famous and musical.

The weakness of this game is…well it’s hard to find a weakness for a game that is perhaps more popular than anything out there in 2008. I would imagine the weakness is that the game is focused on coordination that certain gamers may lack, thus making the game incredibly frustrating.
Lego Star Wars (PSP)
Lego Star Wars brings out the best qualities of the PSP: a fully featured traditional video game experience on a tiny handheld. Nothing is spared in terms of graphics or game play compared to the PS3. The PSP is easy to hold and the controls are intuitive for what they are. Although there are many more buttons for this game than say Wii Sports, the buttons and their functions are logically organized. Could this game experience be made simpler? Perhaps. Not bad though for a game designed for children yet enjoyable for adults. The right mix between complexity and simplicity if haptic control is not an option.
The weakness of this game is that there is no clear objective for the uninitiated. I saw most participants have difficulty figuring out what the objective is.
Monkey Ball (iPhone)
Considering the constraints associated with iPhone game development, namely each game being played by using the iPhone accelerometer or touch screen, Monkey Ball is a smashing success. The gameplay is simple, with the player rolling a monkey filled ball through various floating levels. A simple game with many levels and an acute attention to what makes a small form factor game fun: bold graphics and simple controls.
Monkey Ball’s weakness is what makes it great. The sensitivity of the accelerometer may be too much for some, making the game frustrating.
Pacman (Internet)
Pacman is a unique game. It was one of the first internationally successful video games and it remains successful decades later. This is due to the absolute simplicity of the games design. Nothing can be taken away from the game so in a sense it is boiled down to it’s pure gaming experience. Maeda would approve of this game as it is zen like in it’s simplicity and design.
The weakness of Pacman is that it is too simple for those wanting a game with depth, such as an interactive story line, or character growth/options.
Scrabulous (Internet)
Scrabulous quickly became one of the hottest games on Facebook due it’s simplicity and multiplayer gameplay. A casual game, Scrabulous is perfect for those who are often on Facebook and looking for ways to socialize and game at the same time.
The weakness of Scrabulous is that it no longer exists. Scrabble sued for copyright violation and now a less popular official Scrabble game has replaced Scrabulous on Facebook.
Tower Defense (Internet)
Tower Defense is a game of skill/achievement that is presented in a very straightforward way: you place defenses along a path in such a pattern as to stop the invaders. I noticed that some people could not get into this game at all, playing for a few minutes and then leaving for something else. I, on the other hand know this game well and it has consumed many hours of my time. Why? I think it works for me because it is simple enough to play a few rounds without getting caught up in a story, but complex enough in strategy to hold my interest.
The weakness of this game is that it is ultimately too simple for me once I figure out the underlying srategy/pattern for winning. This may be similar problem for others.
Conclusion:
After observing my own feelings towards these games as well as the other participants reactions, I came to the conclusion that a game must have one of two things. Both if possible:
A clear goal and clear presentation of the game space.
An intuitive interface.
Almost everyone understood and enjoyed Rockband and Wii Sports. These two games have both a clear objective and an intuitive interface.
On the other end of the spectrum are games like Lego Star Wars. Most people could not figure out what the objective was or exactly how to play, therefore they moved on quickly to some other game/platform. Tower Defense elicited about the same response for those that failed to read the rules of the game before playing; I imagine that without a context (the rules) Tower Defense appears random.
-Kirk







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“The weakness of Pacman is that it is too simple for those wanting a game with depth, such as an interactive story line, or character growth/options.”
What!? The villains go from hunting you, to you hunting them, a complete and total change in character! Traditionally, the hero is a dynamic changing character while the antagonists are the static unchanging ones, but pacman reverses this scenario in order to make a deep and meaningful comment on our own addiction to fiction as a culture. As for depth, how can you /not/ see how pacman is a metaphor for the unending conflict between the bourgeois and the proletarian? Could it be any more obvious? And as for the whole “interactive storyline” thing, you’re obviously crazy, you press the joystick to the left, the storyline changes so that pacman is a little farther to the left! You obviously have no appreciation for fine art…
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[...] Interface and Videogame Design: 7 Examples – from a blog called ‘Through the Looking Glass’ - a good straightforward evaluation of different interfaces. [...]