You are on page 1of 11

Yanfly Channel

ALWAYS check the front page. Bug reports on specific script pages will be ignored.

Main menu
Skip to content
 Home
 Terms of Use
 RMVXA
 RMVX
 Articles
 About

Design for Delivery and Focus

In battle systems, good information delivery


can keep a player focused on the battle without diverting it too much. Battles move quickly, so it’s urgent that
the delivery of information is precise as well. Poor delivery of information can divert a player’s focus. A player
with a diverted focus will most likely be unsuccessful in battle, even if it may be an easy battle. Though the
player may win that battle, the player may have taken unnecessary amounts of damage due to poor choices made
independent of the player’s strategies. You do not want to punish players for reasons they do not deserve and
that includes poor delivery of information.
This article will show examples of how simple design changes can make a big difference on properly delivering
information and keeping a player’s focus. While I do not advocate myself to be a know-it-all in regards to game
design, I do believe that a lot of what I have to say contains logical choices for the designs I’ve used in my
scripts.

The above example is what appears in RPG Maker VX Ace’s default battle system. While not a bad battle
system at all, the delivery of information to the player relies on the log window above. This causes problems
because the log window remains in one area while the target attacked is at a different location. Therefore, the
player splits focus in order to acquire the information delivered. This causes problems if the player focus on one
area and not the other. Information may be missed, which generally isn’t a good thing at all.


The above screenshot utilizes damage popups on top of the target attacked. The information delivered occurs all
in one area and reduces the need for the player to focus in on other areas. Therefore, the player does not miss
information and is not at a disadvantage. The popups were added using Ace Battle Engine to streamline the
delivery of information to the player.

Although menus are more forgiving to the player if the player splits focus, I’ve often found myself that if the
menus split my focus, I spend more time browsing them. And through spending more time browsing menus, I
would tend to lose track of what I was going to do in battle. In the screenshot above, the default skill menu splits
my focus between looking at both the top of the screen and the bottom. This will cause the player to split focus
in order to see what amounts of MP or TP are needed for skills.


Using Ace Battle Engine, the skill window moves to the bottom of the screen right next to the actor with all the
necessary resource information provided. This allows the player to keep focus in one region. It’s far easier and
faster to compare the resources available to the resources needed, thus, reducing the amount of time needed to
be spent browsing menus. And by reducing the amount of time browsing menus, the player maintains focus on
battle. Granted, the design in the above screenshot isn’t perfect, but it’s still far more efficient than needing to
split up the delivery of information from the top of the screen to the bottom of the screen. Why is that?

The design of a human eye acquires visual information faster horizontally than vertically. Split screen menus
may not seem a whole lot different when compared top to bottom versus left to right in theory, but in practice,
the player acquires information at a faster rate in this regard.

A major problem in the screenshot above is that when the skill window is opened up, it’s difficult to tell who is
being attacked. Not only because the skill window obscures the battlefield’s view, but there’s no indication of
which slime is Slime A and which slime is Slime E. This slows down the delivery of information to the player
and with a lot of enemies, it’s quite difficult to figure out which enemy is which. No matter how much a player
focuses on battle, it is extremely easy to lose track of which target is which.


With some simple indicators such as highlighting the enemy and placing an HP bar beneath the enemy, the
naming of Slime G isn’t even necessary. Right away, the player will be able to tell which target will be attacked.
This is done possible by 1) the skill window not obscuring the view of the battlefield, and 2) providing
indicators to assist the player in figuring which is the selected target. The delivery of information is fast and the
player’s focus is maintained using a combination of Ace Battle Engine and Enemy HP Bars.

In the screenshot above, one of the slimes is poisoned. Can you tell who? No you can’t. Because there’s no
indicators that the slime was poisoned. In the battle phase though, it’ll flash that Slime G is poisoned, but which
one was Slime G again? There’s so many slimes and I’m almost positive you can’t even figure out what number
the letter G is in the alphabet quick enough. The delivery of information here is practically nonexistent and the
player’s focus may be diverted in trying to figure out which slime was the slime affected by poison.


However, this isn’t a problem when there are visual indicators. Using a repeating animation from State
Animations, the poisoned Slime G has a visual indicator on it to let the player know that it’s poisoned. The
delivery of information is fast and the player’s focus is maintained.

It’s in bad design to go against human train of thought. When dealing damage, while damage in code may be
positive, to the player, the damage dealt would be negative to an enemy because it’s depleting the enemy’s HP.
Using a + may be accurate in code but inaccurate to a player, and therefore, bad design. While the delivery of
information may be delivered quickly here in this screenshot, it will also divert a player’s focus as the player
may have to wonder why it’s a + when the enemy is clearly losing HP.

And so, the damage dealt in this screenshot will show a negative. Sure, in code, damage isn’t negative unless it’s
for healing, but that’s not the case for players at all. The information delivered to the player here goes along the
lines of “Hey, this slime lost 168 points of HP” rather than “Hey, this slime gained +168 damage”. The delivery
of information remains at the same speed as the screenshot before it, but the “accuracy” and intuitive design of
the delivery helps the player maintain focus.

These are mostly some small changes that make big differences. Should you choose to alter your game’s design
through either a person’s scripts or even your own, take these designs into consideration. While they’re not
perfect, they remain quick and efficient in the delivery of information to the player. With quick and efficient
delivery of information, the player maintains focus in a quick battle. The more successful a player is in keeping
focus, the more likely the player will be successful in battle. And successful players will be happy players.

— And that’s all, folks! —


Report this ad

Report this ad

Share this:

 Twitter
 Facebook

15 comments on “Design for Delivery and Focus”
1. Archeia Nessiah
DECEMBER 27, 2011 @ 1:16 AM
I WISH I COULD LIKE THIS ;A;
Truuthhh

REPL Y

2. Yami
DECEMBER 27, 2011 @ 1:23 AM
Yeah, this is truly useful o_O.
+1

REPL Y

3. infamous bon bon


DECEMBER 27, 2011 @ 1:29 AM
Some wonderful points. But it must be pointed out that it is very important to plan ahead. Deciding to use State
Animations for example will take a certain amount of planning to ensure consistency, but I agree its worth the
effort.

REPL Y

4. Ray
DECEMBER 27, 2011 @ 1:35 AM
So true!
I’ve been working hard on making gameplay as “comfortable” as it should and your theory is undoubtedly a part
of this!

REPL Y

5. Tobye
DECEMBER 27, 2011 @ 2:40 AM
As a fan of punishment games (of which there are few nowadays), I would also like to point out that conveying
information clearly is not just about letting the player have a higher success rate, but letting them understand
why they are failing.

You’ll find people will have a lot of fun fighting the same boss over and over again if they can constantly try out
new strategies and actually SEE why each aspect did or didn’t work. If you try many different methods all the
visibly same failure, that’s when frustration sets in.

This is particularly important when you fight high HP bosses – you may get them down to one hit, but if it
seems no different to getting them down to half HP it’s easy to throw your controller. Just think about all the
times you perked up when a boss transformed or started using a whole new attack set, then you’re raring to fight
them a 20th time! Just remember that the very idea of interaction requires reaction from the game as well as the
player.

REPL Y

6. Emmych
DECEMBER 27, 2011 @ 8:39 AM
Oooooh, this is really interesting! I never thought about some of these things before. OTL
Thanks for writing this~! It’s defs going in the “for future reference” bookmarks folder. ;v;

REPL Y
7. PINGBACK: YSA Battle Add-on – Order Gauge | Yami World

8. Seiryuki
DECEMBER 27, 2011 @ 10:52 AM
Thank you for this. You put it into words so well. Let’s hope the RPG Maker devs are reading this (or even just
looking at the screenshots) and place it into their software design.

But generally speaking, these points are obvious to game design. I don’t see why they couldn’t implement it in
the first place?
Maybe…..to build interest in the scripting community? I personally don’t think that these minor fixes to design
by scripters would delay them and other scripters from implementing ‘bigger’ scripts. These flaws in the
software’s design makes the scripters that much more important and helps build a community around the RPG
Maker scene.

REPL Y

9. Aulus
DECEMBER 31, 2011 @ 11:46 PM
I’ve always believed that designs like those in your engine were more efficient but could never quite put into
words why. Thank You.

REPL Y

10. Knightmare
JANUARY 7, 2012 @ 8:31 AM
Very well said and makes a lot of sense. Not sure why they didn’t think of this originally.

REPL Y

11. Ramiro
JANUARY 21, 2012 @ 10:56 PM
I think that the default battle system is a tribute to NES battle systems, where showing a popup was difficult (did
FF have popups? I didn’t play the NES versions…)
On the other hand, the delivery of information is for sure a good topic to talk about, because it may change
depending of the battle style, rather than a “general design” in my opinion.

REPL Y

 上海
JANUARY 22, 2012 @ 2:28 AM
RPG’s on the NES didn’t have a lot of these designs for a couple of reasons:

1) Game design wasn’t something that was known at all back then. It was a new concept altogether.
2) NES’s code limitations prevented them from having that kind of design even if they did
understand it.

The moment FF shifted to FF4, first FF on the SNES, popups were present right from the get go.

REPL Y
 VideoWizard
MARCH 13, 2012 @ 1:37 AM

Actually, FF3 on the NES had popups, both for battle order (who’s attacking what, a
feature that didn’t appear in later games), and damage output.

12. Lucilli
JANUARY 22, 2012 @ 12:45 AM
Yanfly simply uses psychology to improve delivery and focus. He even does it everyday… with his fixed-
intervalness (new word!).

Though he updates scripts mostly in the background (thus posted are old scripts), but it’s still kind of
entertaining to see what he will put up next.

REPL Y

13. garcinia cambogia benefits


AUGUST 5, 2013 @ 11:23 PM
At this moment I am ready to do my breakfast,
when having my breakfast coming yet again to read more news.

REPL Y
Leave a Reply

Calendar
S M T W T F S
« Nov

1 2 3 4 5 6

7 8 9 10 11 12 13

14 15 16 17 18 19 20

21 22 23 24 25 26 27

28 29 30 31

January 2018

Search
RGSS
 RGSS3 – Yanfly Engine Ace
 RGSS3 Notetags
 RGSS2 – Yanfly Engine VX
 Terms of Use
Recent Posts
 Converting VX Ace games to MV!
 The RPG Maker Channel Episode 12
 The RPG Maker Channel Episode 11
 The RPG Maker Channel Episode 10
 The RPG Maker Channel Episode 9
 THE RPG MAKER CHANNEL EPISODE 8
 THE RPG MAKER CHANNEL EPISODE 7!!!!!!!!
 THE RPG MAKER CHANNEL EPISODE 6
 THE RPG MAKER CHANNEL EPISODE 5
 The RPG Maker Channel Episode 4!!!!
Categories

Categories
Archives

Archives
Blogs


 Candy Coded Response
 Craze Script Asylum


 Fomar0153's Scripts


Links
 RMRK Ace Scripts
 RMVXA Master Script List
 RMVXA.net Scripts
 RPG Maker Web
 RPGMaker.net
 Youtube
RGSS3


 Petit Rare


Yanfly Channel


Visitors

Meta
 Register
 Log in
 Entries RSS
 Comments RSS
 WordPress.com
Blog at WordPress.com.
 Follow

You might also like