Best Practices
in Game Design for
the Ultra-Mobile PC
by Matt Gillespie, Michael Finkel
and Victoria Bailey
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Best Practice: Ideally, games designed with the UMPC in mind should use text
sparingly and consider the UMPC screen size when choosing a font. Likewise,
icons should not rely heavily on fine details, so different objects are different
enough to be easily distinguished from one another, even on the smaller UMPC
screen. In places where increasing text size enough would compromise other
elements of the game, allowing text size to be adjustable may be a good
solution, allowing individual players to decide for themselves the ideal size for
the text.
2.2 Clickability of Buttons and Other Elements
Issue: Similar to the issue of small text, buttons and other clickable game
elements add complexity to porting games to the UMPC. That is, while the
overall interface on the UMPC must be smaller than the corresponding standard
PC version, the actual buttons in the UMPC interface must be larger, in order to
accommodate being accurately clicked by a stylus or finger, rather than the
more precise mouse that is used in the standard PC version. As shown in Figure
1, this issue is particularly acute when multiple buttons or other elements are
clustered together, which makes it more likely that the user will select a
different element than the one they intend. Even when it is possible to select
the correct element with some care, this issue can significantly detract from the
user experience.
Figure 1. On a 20-inch PC monitor (left), the user can easily identify and select a domino
using the arrow cursor. When the domino images are scaled to fit on a five-inch UMPC
screen (right), however, it becomes very difficult for users to select individual dominoes, or
even to identify how many dots are on each domino.
Best Practice: As with the size of text and icons, game developers should avoid
this problem by using large, distinct buttons and other elements. These
elements should also have enough space between them, making it less likely
that the user will inadvertently select the wrong one. In those cases where a
text label appears adjacent to a button or other element, that label should be
part of the clickable area associated with the element, making it easier to click
without having to devote any additional space.
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2.3 Game Window Size
Issue: If game windows use a fixed size, rather than automatically resizing
themselves to fill the full UMPC screen, parts of the game may not be visible all
at once, and, in some cases, certain parts may not be reachable at all, as shown
in Figure 2. This situation is made more complex by the potential for players to
use the 800x480 or 1024x600 resolution enabled by the UMPC's wide screen,
since those aspect ratios must be matched to the standard 4:3 aspect ratio
employed by most PC games.
Figure 2. On a standard PC (left), the user is able to see the entire play area, including
informational parts of the player interface. If the game window is cropped to fit the UMPC’s
smaller size and different aspect ratio (center), part of the game will be hidden, represented
here by the translucent parts of the screen at the edges. If the game window is scaled to fit
the UMPC screen (right), all parts of the game can readily be made visible, with a level of
visual distortion that may be acceptable.
Best Practice: The key to resolving this issue is for game developers to
consider the 800x480 and 1024x600 resolutions as they develop game interfaces
for the UMPC, scaling the entire game window to fit on the screen or rearranging
the interface to take full advantage of the wide screen area. Certain simple
accommodations can make games more playable, even in a truncated state. For
example, providing scrollbars and allowing the window to be resized (manually
or automatically) may be sufficient in some cases to allow the user access to all
parts of the screen and to provide an acceptable user experience, particularly
for browser-based games.
3 Touch Screen Considerations
The use of a touch screen instead of a mouse on the UMPC adds another layer of
complexity to porting games. For most software purposes, the touch screen
behaves like a mouse, except that instead of registering a linear track of
movement as the user drags the cursor, it generates a series of button-down
events with a location each time the user touches the screen. The inability to
move the cursor without clicking and the relationship between left-clicking and
right-clicking also causes issues.
3.1 Accurate Interpretation of Tap-Only Touch Screen Input
Issue: UMPC games must be able to interpret cursor input provided by the user
as a series of points (corresponding to a series of touch-screen taps), rather
than requiring a linear pattern of movement (like that provided by mouse
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movement controlling the cursor). This issue tends to arise particularly often,
for example, in games that shift the user's perspective so that the cursor is
always at the center of the screen (which is common in first-person shooters).
In such a scenario, when the player touches the screen, the cursor may jump
around the screen erratically, instead of moving to where the user touched.
Best Practice: If the game tracks movement of the cursor from point A to point
B, it must be able to interpret a click at point A, followed by a click at point B,
without the cursor first moving between point A and point B. Requiring an
external mouse to be plugged into the UMPC will typically correct this problem
as well, although that solution is clearly sub-optimal from a user-experience
point of view.
3.2 Accurate Touch-Screen Mapping
The touch screen can be mapped incorrectly to the game when the game runs in
full-screen mode but does not take up exactly the full screen (either not filling
the entire screen or taking up more than the full screen).
Issue (Game Resolution Smaller than Physical Screen): When the game
believes it is operating in full screen mode at a lower resolution than the
physical screen, the game display may appear centered with space on either
side (as in the case of a 640x480 window being centered on a 800x480 screen
or an 800x600 window being centered on a 1024x600 screen, with black bars on
each side), mismapping may occur between the two, with the entire touch-
screen surface being mapped to the relatively small display area. That
mismapping, as shown in Figure 3, results in inappropriate response of the
interface to user interaction, such as a button's clickable screen area being
located away from the visual representation of the button.
Figure 3. If the game window is centered with black
bars on each side, the game logic that interprets
screen taps must avoid mapping the entire physical
screen area to the smaller game window. Such
incorrect mapping can cause a screen tap at one
position (represented by the yellow arrow) to be
interpreted by the game as occurring at a different
position (represented by the red burst).
Best Practice: Games can be centered with black bars at the sides without
causing the touch screen to be mismapped, as long as the mapping logic
considers the black bars as part of the screen (even though they are not used as
a part of the game). With this adjustment, touches on the screen map to exactly
the location touched.
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Issue (Game Resolution Larger than Screen): In those cases where the
game window takes up more than the full vertical space of the screen, the touch
screen may be incorrectly mapped vertically instead of horizontally, as shown in
Figure 4. This scenario typically causes the touch screen to be mapped to the
whole game window, rather than just to the visible section. Again, clicks do not
correspond to the area of the game window that the user intends.
Figure 4. Having part of the game window
(represented by the translucent area) cropped from
the physical screen may also result in a screen tap at
one position (represented by the yellow arrow) being
interpreted by the game as occurring at a different
position (represented by the red burst), due to
mismapping between the different shapes of the game
window and the physical display.
Best Practice: Developers should ensure that the operating system maps the
touch screen exactly to the entire visible portion of the screen (including
portions not being used by the game), and not including portions of the game
window that are not visible. Another solution is for developers to natively
support the 800x480 and 1024x600 screen resolutions as a user-configurable
option. In some cases, it might be possible for the game to automatically stretch
the window to fit the full screen, if the resulting dimensional distortion of game
elements is acceptable.
3.3 Alternatives to Hover-Over Effects
Issue: Many games use a hover-over feature that enables the user to position
the mouse over an object or location in the game (without clicking on it) to
trigger an informative animation or tooltip. This feature, which is often used to
provide instructions for novice players, is incompatible with touch screens, since
a touch screen cannot move the cursor without clicking.
Best Practice: Since the hover-over feature is not compatible with current
UMPC hardware, developers should choose alternative events to trigger the
animation or tooltip. For example, it could be triggered when the player reaches
the part of game play when the subject of the animation or tooltip becomes
relevant. Another possibility is to design the interface with a means of
temporarily interpreting click events as mouse over events, such as a button
that can be held down to allow touches on the touch screen to move the cursor
without registering a click.
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3.4 Accommodating Right-Click Functionality
Issue: On a typical UMPC touch-screen, users perform right-clicks by holding
down the click on the screen for a longer time than for a left-click, which can
cause users to inadvertently left-click when they mean to right-click. Moreover,
it is impossible to perform a left-click and right-click simultaneously.
Best Practice: Developers should provide alternative user interactions to
replace right-click functionality, such as using double-clicks or clickable controls
on the screen that take place of right-clicking. Alternatively, game developers
can simply require the use of an external mouse or other pointing device,
although that requirement may detract from the user experience.
4 Form Factor Considerations
A number of issues relate directly to hardware differences in the UMPC form
factor, relative to standard PCs. For example, unlike a PC, a UMPC may have a
touch screen, joystick, user-programmable buttons, and dedicated buttons such
as a menu button, but it will typically not have a keyboard or CD-ROM drive.
Although it may be possible to add a keyboard, CD-ROM drive, or other
peripheral devices, doing so reduces the portability of the UMPC. Moreover,
different models of UMPCs may have different elements included in their
designs, which causes the limitations associated with the form factor to vary by
device. That variability typically requires developers to focus on the lowest
common denominator of hardware features when designing games, in terms of
core requirements.
4.1 CD-ROM Drive
Issue: CDs are currently the most popular method for distributing games. In
addition to being installed from a CD, the disk is often required as a means of
verifying ownership of the game, as an anti-theft measure, or to dynamically
load content from the CD as it is needed, such as video sequence. Because
UMPCs typically do not have integrated CD-ROM drives, this modality requires
the use of an external drive, which hampers the portability of the UMPC.
Further, users may not even own an external CD drive. Notably, this issue has
no impact on web-hosted, browser-based games.
Best Practice: Making games able to be downloaded and installed via the
Internet is an ideal alternative to CDs for UMPC games. This distribution model
is already in widespread use, and developers should consider the emergence of
UMPCs as a further impetus to expand upon it. They should also consider using
certificates or other software-based means to verify ownership, rather than
requiring the physical presence of the CD. Rather than dynamically loading video
and other content from the CD as it is needed during game play, developers
should consider providing the option for that content to be hosted on the UMPC's
hard drive.
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4.2 Limiting the Need for Diverse Command Inputs
Issue: The UMPC form factor provides for a limited number of inputs, relative to
the full keyboard and mouse available from a standard PC. Even those games
that are designed to be run on a PC using a joystick may require the use of
multiple buttons that are included on a typical joystick controller, which may not
be available from the UMPC. UMPCs also have issues with games that
incorporate keyboard shortcuts as a key game play component. Notably, games
that are primarily mouse-driven are not affected by form-factor limitations in
this area.
Best Practice: Developers can address limited input options on the UMPC by
decreasing the number of commands that are actually required to play the
game, as opposed to being optional conveniences such as shortcuts for menu
options. A somewhat more flexible solution, however, is to create buttons on the
screen. Particularly if the buttons are context-sensitive, appearing only when
they are relevant, this can provide an open-ended solution for input
requirements.
4.3 Addressing Keyboard Requirements
Issue: In addition to issuing commands, many games also use the keyboard for
input such as naming characters, creating profiles, saving games, or supporting
a chat feature for online games. It is common for games to require a keyboard,
for example, to enter a profile name at the beginning of a gaming session but
not to require the use of a keyboard at any other time during the session. Some
games also require players to use the keyboard to name their saved games. In
many cases, the on-screen keyboard will not run on top of the game interface,
so it cannot resolve these issues.
Best Practice: Developers should either design games explicitly not to conflict
with the onscreen keyboard (e.g., by not defaulting to full-screen mode) or
provide an on-screen keyboard within the interface itself that appears only when
needed. One simple means of minimizing the need for keyboard input is to
provide default values for text strings such as profile names, saved game
names, etc. and to allow them to be selected using screen-tap input. Additional
values for these text strings can also be provided by adding an interface button
that randomly selects a new value from a list of character names created by the
developer. Saved games can also be identified using a screen capture of where
the player left off, together with a date and time stamp. Since chat features are
very rarely a core aspect of game play, they can generally be disabled on the
UMPC without negatively impacting the user experience.
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5 Conclusion
Game developers and architects providing support for the UMPC platform in
mainstream game offerings can develop a discrete set of design considerations
that address common issues that arise during the development process. The
best practices described in this document provide a foundation for that effort.
Because Windows-based UMPCs run a full version of the operating system, it
typically requires less effort to provide this support than a full port to a
separate operating environment. Thus, an incremental effort may expand a
game's market to include the expanding deployment of the UMPC platform,
providing a competitive advantage to the game software provider.
6 Additional Resources
Game developers and architects who are considering how best to integrate the
needs of the UMPC platform into their offerings will benefit from the following
resources:
•
Intel® Software Network Mobile Developer Community is a hub for
developer information related to all things mobile, including technical
documentation, SDKs, forums, knowledgebases, and blogs.
•
•
•
engenders for the developer and user communities.
UMPC Community provides information on devices, applications, and
usage models, as well as hosting discussion forums for users and
developers. http://www.umpc.com/
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