Understanding Game Interfaces: An Overview of Hardware and Software Components

Game production

Introduction

The aim of this article is to provide a comprehensive definition of the term “interface” and to shed light on the basic components of hardware and software interfaces in the context of video games. By examining the evolution of game interfaces, we can gain a better understanding of their historical development.

What is an interface

The term interface literally means "interface" or "connecting surface". In the context of a video game, the term can be defined in two ways. First, the interface is the haptic control with which the player controls the game. So it means the real interface in the real world. On the other hand, the interface is the so-called GUI or "Graphical User Interface". This refers to the part of the game that is not part of the game world and is only visible to the player. This includes, for example, the life points display or, in a shooter, the number of bullets in the magazine. These two examples belong to the HUD or "head-up display". The name comes from the fact that the display is always visible, no matter where the game character is looking.

Thus, the interface of a game can be divided into hardware and software.

Hardware-components

Hardware includes, for example, mouse and keyboard. But of course also any kind of controller. 

If you look back at the beginnings of video game history, you'll notice that the controller has a long development behind it. In the past, when people mainly played with arcade machines, the haptic interface was kept very minimalistic. There was often only a joystick and one or two buttons on the machines, which were completely sufficient for the games of the time. Many arcade games take place in two-dimensional space and therefore usually only require one way of moving in four directions. The buttons then act as triggers for actions like jumping or interacting.

Over time, however, the games became more complex and already on the home consoles of the 90s, was played with elaborate controllers. The new games offered more interaction possibilities and actions, which in turn required more buttons.

The keyboard probably offers the biggest controller, as it provides over 90 potential buttons.

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Software-components

The GUI (Graphical User Interface) is the graphical part of the interface. With the exception of the HUD (Head-Up Display) described above, all visual interface elements of the game belong to the GUI. For example, if the game has an inventory or crafting menu, these are also part of the GUI. 

In summary, any menu or display that conveys information to the player, but is only indirectly part of the game world, forms the GUI. 

The history of the GUI also underwent a great evolution. In arcade times, the graphical interface usually consisted only of a life meter and the score, later there were text boxes that conveyed story content. Now there are maps of the game world, displays for various resources and much more.

Conclusion

The hardware and software of game interfaces has come a long way. Compared to the past, both controllers and HUDs have become much more complex.

As the interface between the player and the game, the interface is an important aspect of game design.

Questions & Wishes

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