Regular
readers of this column may remember that a few months ago I complained
about games that don't provide the player with a map. Blundering around
in confusion may lengthen the gameplay, but it's not what you'd call "quality
time." There's a difference between the frustration you feel when you're
trying to solve a puzzle and the frustration you feel when you're lost.
The first is acceptable in a computer game, but the second is just tiresome.
This prompted one of my correspondents to point out that even with the
best of intentions it can be difficult to provide a map of a three-dimensional
space, especially a space in which there's no conventional definition
of "up" and "down." The game Descent, of course, was one of the
best illustrations of this problem. When you asked for a map, Descent
put up a wireframe of the space you were moving through, but it was often
difficult to understand and only added to the confusion. This got me thinking
about cartography - mapmaking - as an art form. A well-drawn map is a
little masterpiece of functional beauty, immediately and unambiguously
conveying the information that is needed. On the whole, we don't know
very much about cartography in the computer game business, and there are
some useful things we could learn.
(I should add a disclaimer here: I'm no kind of an artist, although I
have done decent scientific drawings in my time. Fortunately, accurate
technical drawing requires more technique than it does talent, so it's
a skill you can learn. This column is about some of the things that have
helped me along the way. Serious professional artists probably won't learn
anything new here.)
For one thing, not all maps have the same purpose. The map used by a subway
system's passengers is quite different from the one used by its maintenance
personnel. The maintenance staff requires a great deal of information
that the passengers don't need - and which would only confuse them if
they got it. When designing a map, first think about what the viewer is
trying to do, and what information she actually requires. Don't just dump
out data because you have it available.
Secondly, not all maps need to accurately represent reality, either in
scale or in the physical relationships of objects. Road maps try to be
reasonably precise about these things, and topographic maps even more
so, but there are many cases where a map is easier to read if it expresses
symbolic relationships rather than physical ones. One of the best of these
is the famous London Underground map. Years ago, the map of London's subway
system was a set of snaky lines superimposed over a London street map.
(You can see it at http://www.dlux.net/~aga/gallery/london-jpgs/aftlu183.jpg)
As the system grew, however, the maps became ever larger and more unwieldy.
Sometime in the 1930's, London Transport's design department realized
that people didn't need a street map while they were underground. The
questions they really needed answered were "What lines do I take to the
place I am going?" and "Where do I change trains?" The designers removed
the aboveground features and straightened out the lines, depicting the
subway routes using only horizontals, verticals, and diagonals. They also
removed all scale: whether the distance between two adjacent stops was
a few hundred yards or over a mile, they were shown as equally distant
on the map. You're not going to get out and walk, so what difference does
it make? The result bears almost no relation to the physical reality of
the subway system, but it is one of the cleanest and most readable maps
in the world. (See http://www.dlux.net/~aga/gallery/london-jpgs/aftlu184.jpg
for an example from the 1950's.)
When designing your maps, use plenty of lateral thinking. When playing
a game, most people need to know "Where am I with respect to important
landmarks?" and "Which direction am I facing?", especially in point-of-view
games. If you can provide this information, you don't need to give much
else. The maps in Interstate '76, for example, looked literally
like pencil scribblings on the back of a paper sack, but they were enough
to get you oriented and explain the mission. Or think about the maps made
by text adventure gamers. These were usually boxes with names of rooms
inside them, plus lines from room to room, indicating which direction
you go from one room to reach another. (This is called a directed graph
by mathematicians.) The size of the boxes and the lengths of the lines
were completely irrelevant, as long as the relationships were accurately
conveyed.
The other resource I want to mention is a remarkable series of books on
graphic design by a Yale professor of political science and statistics
named Edward Tufte. To professional graphic artists these will need no
introduction, but to a novice like me, they were a real eye-opener. The
first has the rather unprepossessing name of The Visual Display of
Quantitative Information, and is chiefly about displaying numeric
values in tables and graphs. Don't let that put you off; even the most
frenetic shooter still frequently needs to display numbers from time to
time: hit points, armor strength, ammunition remaining, and so on. This
book will show you how to do it clearly and cleanly. The second book,
Envisioning Information, describes techniques for rendering "nouns"
-- factual, though not necessarily numeric, information about things.
The third book, Visual Explanations, is about "verbs," that is,
visually describing processes. One of its more intriguing sections is
an entire chapter devoted to books and pamphlets by professional magicians,
describing how tricks are done.
The single most useful idea I got from Tufte's works is the concept of
data-ink versus non-data-ink. Data-ink is ink which conveys non-redundant
data itself, and cannot be removed without losing data from the graphic.
Non-data-ink is ink which serves other functions (gridlines, redundant
data, decorations, etc.), or occasionally no function at all. One of Tufte's
fundamental principles is: maximize the ratio of data-ink to non-data-ink,
within reason.
Several years ago I presented the results of a survey to the Computer
Game Developers' Conference, which included a table of benefits available
at a number of development and publishing companies. I wish I had read
Edward Tufte's books before I printed it up. It looked like this, only
much larger (all data now long out of date):
Company Name | Medical Insurance | Dental Insurance | Vision Care | Life Insurance | Bonuses | Royalties |
360 Pacific | Y | N | N | N | N | Y |
3DO | Y | Y | Y | Y | N | N |
Accolade | Y | Y | N | Y | Y | N |
Activision | Y | Y | N | N | N | N |
ASCII Ent. | Y | Y | Y | N | Y | N |
This is a good example of something Tufte calls a data prison, each datum
confined to its little cell. There's an awful lot of non-data-ink here.
Redrawing the table using Tufte's principles results in something a lot
more readable:
Company Name | Medical Insurance | Dental Insurance | Vision Care | Life Insurance | Bonuses | Royalties |
360 Pacific | X | X | ||||
3DO | X | X | X | X | ||
Accolade | X | X | X | X | ||
Activision | X | X | ||||
ASCII Ent. | X | X | X | X |
There's really no point in putting both "Y" and "N" in the table, and
no need for all those gridlines. For long lists, a horizontal line every
fifth item or so, or alternate bands of light and dark background shading,
are all that's required to keep the eye on track.
For another example, compare the differences between Windows 3.1 and
Windows 95. In early versions of Windows, Microsoft copied a lot of
the Apple's GUI features, which were originally designed to work on
the Macintosh's monochrome screen. But when Windows 95 came along, it
was immediately obvious that someone at Microsoft had read Edward Tufte's
work. The "current-window" highlight went from being a filled space
several pixels wide, with a black border, to a single bright line only
one pixel wide. The scroll bars were no longer outlined in black; instead,
they became a solid light grey with no outlining at all. Less important
buttons got smaller.
You can see this in other Microsoft products as well. Compare Encarta
'98 with Encarta '95. The menus make much more use of color than before,
and the amount of contrast signifies the importance of the information.
Low-importance information is often in brown on white or even brown
on black. High-importance information, like the actual text of the encyclopedia,
is still in high-contrast black on white. Tufte's books are beautifully
designed (naturally!), easy to read, and occasionally rather blunt,
including plenty of bad examples. One of the funniest - and also most
frightening - is a completely unreadable manual of emergency aircraft
procedures. Another is the old Surgeon General's warning on a pack of
cigarettes. That solid block of narrow-lined, poorly-spaced upper-case
letters surrounded by a box creates a moiré-like visual mess
that actively discourages the eye.
SURGEON
GENERAL'S WARNING: CIGARETTE SMOKING MAY BE HAZARDOUS TO YOUR
HEALTH
|
How much more readable it would be if it were typeset like this:
Surgeon General's
WARNING:
Cigarette smoking may be hazardous to your health. |
Obviously, this is of varying relevance depending on the type of game
you're designing, but Edward Tufte points out that computer applications
need even more care in graphic design than printed materials, because
the resolution of computer monitors is so low. The cheapest ink-jet
printer can manage 300 dpi nowadays, while computer monitors are still
stuck down around 72-90 dpi. And even though a screen full of numbers
doesn't sound much like a game, you might be surprised at how many games
have them. Most RPG's have a page full of character attributes somewhere;
sports games have player stats and ratings; racing games include a variety
of things you can tune about the car, and so on. A business simulation
like Theme Park can display large amounts of numeric data.
Tufte's books are large-format hardbacks, and they're not cheap, but
they're well worth it. You can probably find them in any college bookstore
or art supply house.
Looking back on Descent, I think it made two major cartographic
mistakes. First, when you popped up the map, it always appeared with
you oriented the right way up, and the world oriented with respect to
you. Since the orientation of the world changed every time you opened
the map, the rooms were very hard to identify - they all look different
when slanted at odd angles. One of the first things we learn about maps
as children is that north is at the top, regardless of what direction
you personally are facing. Descent's maps would have been much more
usable if they had kept a standard orientation and showed which way
you were facing.
Secondly, all the rooms were displayed as white wireframes, making very
little use of the PC's capacity to display color. As a result, they
often looked alike, especially long, narrow corridors. On the computer
monitor, unlike on paper, color costs you nothing and contributes greatly
to readability. Nobody would buy a black-and white globe; why should
you have to put up with a black-and-white map? Obviously you don't want
a tacky, eye-popping mishmash, but a sensibly-chosen palette.
I don't claim to have all the answers, and I certainly don't mean to
condemn Descent as a game. After all, at least they gave you
a map, which is more than I can say for some. But a map shouldn't be
thought of as an easy-to-render thing that's slapped in near the end
of development. It's a vital part of the user interface, and deserves
just as much design attention as any other part.