Tuesday, November 10, 2009

Week 11 CONTRAST


Rhythm Heaven for the Nintendo DS is full of mini-games based on rhythmic exercises. For this particular mini-game, the player is supposed to fill up the robot with red liquid to the beat of the music. It uses contrast to depict how long the player should hold down the machine that pours the liquid into the robots. First of all, there is a constrast in scale. The smaller robot in the left image requires only four beats to fill up, while the larger one on the right takes eight. The only want to know that there are different sizes of robots is to have both of them presented in the game. Furthermore, their contrast in scale produce a contrast in time: four versus eight beats. Thus when playing, the player waits to see if a small or big robot falls onto the conveyor belt and acts accordingly.


The game interface of PlayStation 3's Dynasty Warriors 6: Empires does not use the technique of contrast effectively. When players look at the screen, they expect their character's largest health bar to be the largest, because the game revolves around the player's actions. Yet, as shown in the image, the enemy's life bar is the largest and at the top of the screen. The contrast in scale should be switched around in my opinion. And in general, the other elements are about the same size. Contrast in scale should be created in order to help differentiate between the elements and produce a dynamic interface, rather than a confusing one.




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