Interfaces

* See also Game_Mechanisms
* See also Mini_Games
* See also Game_of_this_type_-_Difficulties
* See also Client
* See also Strategic Level Interface ( Game company coordination of MMORPG )
* See also Graphics_and_Rendering
* See also Player_Chat_System
* See also Handheld Game Interfaces and Activities
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2K Games ( who controlled Irrational Games ) were 'in turn' controlled by the same larger Company as controls Rockstar ( maker of the 'Grand Theft Auto' Branding ). The 'large map' simulation system they have in Grand Theft Auto games would (at least) be 'a start' for the Rapture MMORPG ( Deeper pockets and better resources would be needed for this here BioShock MMORPG project ).
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Bothersome Inept Interfaces :
Some programmers are utter retards ( and the game designers doubly so ). When there is a routine function a Player does EVERY SINGLE DAY ( Some simple single menu item activity - sometimes several times a day - adding upto the use many hundreds/thousands of times over the long time of playing a MMORPG game ), and there NOT being a way to streamline that operation with a single BUTTON is simply the willful imposing tedium on the Player. Understand that : unintelligent/lazy programmers will claim that THERE IS NO WAY TO IMPLEMENT THAT, but that is simply a declaration of their own ineptitude and weak skills ( and general poor game design/programming ).
Best (WORST) of all is : a multi-level menu used for constant routine activity that is clumsy and has the tiniest possible control buttons/sliders ( Like 'popup' reminders with the 'X'(close) upper right corner window control, which IS 80 times smaller than the huge PAY_To_Play SPEND IN-GAME TOKENS FOR CRAP shit activation buttons/popups everywhere. )
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Game Should Have Actually Helpful Interfaces Game Interface :
When you have things you do repeatedly ( routine Tasks actions ), it is nice to have a 'smart' interface that puts those actions at the top of a list of "Recently Done Tasks/Actions" ( particularly in a game with huge numbers of command options and extensive menus ). This is besides "Team" NPC Tasks, which are done remote from you as normal 'under orders'/policy behavior.
Of course, there also should be a way to DISABLE that feature. Nothing is worse than a game interface that 'Does Stuff For You, whether you want it or NOT" -- the type of frustrating forced 'Helpfulness' which makes you want to pound the retarded/useless designer's heads against a wall til their brains ooze out their ears with the consistency of peanut butter ( Which BTW is a new 'Move' in the MMORPG - probably in the 'brawling' subcategory ).
* Ease-of-Use Interfaces (and widget/skins/mods) - Player "Shouldn't Have To Fight The Interface".
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Big Issue - Those QUITE Limited Console Platform Interfaces. : 
MMORPGs require vastly more Interface complexity. How is this to be achievable on Consoles ? Lack of Console sales of the MMORPG game would have many potential Players loose out.
Could Voice Recognition help solve some limitations ( newer generations of consoles would possibly have the required computing power, IF (when) the older consoles don't ). More and more consumer goods are using Voice Recognition piped-thru the Internet utilizing huge servers to do the work. (( That would significantly add to the cost with the frequency of use withing games. ))
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Stupid/Bothersome Interfaces - DON'T HAVE THEM :
Activation of a 'Skill' Action should NOT take a 3-Deep Menu EVERY fricken time you want to use/activate it ... You should have Quick-Skill icons (pre-programmed by Player) for common actions of THEIR choice. This requires an ease-to-use helpful interface to create (preprogram) these custom controls ( if they are too hard, few Players will use them effectively ). These 'controls' could be in the form of custom (mouse clickable) 'buttons' ( with a configurable mnemonic appearance ) to position anywhere on screen. ( They did this in "Ultima Online" 20 years ago ... ) Alternatively they might also be voice activated with on word. Preconfigured "Configuration Sets", could select/change/activate many Player behavior ON-OFF modes - seriously needed to minimize typical/routine 'busy work'/fumbling/tedium. Similar commands would be applicable as Orders for the Player's Team NPCs - "Fred have the ElectroStun ready, and Jacko you use the Net" ... With reasonable game mechanics delays ( for a little more realism ) when tools/equipment are being used ( 'switched out' for the items used (if any) - with the proper animations - not too instant - so you have to plan ahead a little sometimes ).
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Alternative Game Interface :
For those artificial game indicators ( like lit awareness pointers when an enemy can see you/shoot at you, or their position showing as a dot on a 'radar' map ) need something preferably more in-genre (Retro, 50s style) AND because the game is a step-up in detail, you can't have the opponents being the typical "blind as bats", ONLY seeing you when you are absurdly close.
Proper hints (still needed) to help along the Player with the limitations of the computers screen/sound and the other senses in a more complex (and subtle) game situation.
You DON'T want it to become tedious (your narrow vision is like having blinders on and constantly turning to look every which way "would get old real fast".
Peripheral vision attention indicator, good/more 3D Sound clues/cues, Alerts from your 'Team' lackeys ( Team NPCs pointing things out ... )
Of course on a MMORPG, this makes more work for the Server ( the whole game does, anyway ) though it is possible to do alot 'Client-side'.
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Sparkle-y Indicators (Not Just Glowing Game Items) to Make Things Easy-To-Find :
Some games actually have effervescent glowing particles wafting about the object to make it easy to spot from a distance, and rising up to be visible when the item is hidden in clutter or behind something.
More difficult tasks/missions/goodies wouldn't have these ( Player has to learn how to Search in "Normal" mode ... )
'Tourist' Players would generally get easy things indicated to them this way. ( Puzzles aren't everybody's thing ... )
The usual MMORPG 'Hints' likewise would be a good idea for the casual 'Tourist' Players. They would primarily want to see everything, and sample the various game activities ( but would only get superficial prestige things versus 'Hard' players ).
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Interface Widgetry :
Looking at things like Yahoo Widgets currently on Computers now, gives more hope that things like my MMORPGs Tablet/Smartphone/Desktop-Computer(new) game interactive widgetry will allow filling-in the MMORPG's more tedious/mundane activities, and help maintain interest while the Player isn't able to play on the Main Interface (which required for the full 3D interactive adventuring activities).
Looking at things like These :
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Weather-Gauge-281335851
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Clock-Calendar-277413550
http://yereverluvinuncleber.deviantart.com/art/Steampunk-Weather-Gauge-281335851#/art/Steampunk-Resource-Mon itor-Yahoo-Widget-353796509
Those are 'Steam Punk', but detailed stylings along 'Diesel Punk' themes matching BioShock could be similarly done.
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What Kind of (Player Interface) Indicators for Skill Advancement :
We dont commonly have a 'Research Camera' to award us so many skills (in the MMORPG ). We may have some 'Camera Use' to help in research that DOES advance specific skills (including Objects for repairs, as well as various opponent types) -
Anyway, the *Ding* and reward popup works OK in a Solo game, but in a Multi-Player the World doesn't just stop for you to read a popup window. The skill/training advances likely will be an indirect/subsequent result, as the Collected Data would be processed and researched to fulfill the advancement. (of course the Eyeball is the best Camera of all...)
A skill advancement log will exist so the player can track results of their efforts (a sign of forward progress is important to many Players). A (competent) Skill Tree viewer of all those Skills you can have/get/plan -- listed probably with added 'watch' (check) markers mechanism, for a 'Quick-List' of Skills you want to be monitoring progress of. The entire list is very long, so useful filters could be set to *View All* or to view *only relevant skills*, and ones player is currently proceeding with. Team NPCs have a similar interface. These indicators are not precise (not going to tell you you have a "+3 with a Broadsword"), but mainly general competency doing some action or using some object.
('?') QuickLinks to Documentation on all the skills - what they affect and how, what they overlap with, what actions make use of them and whether they have major/minor impacts. ( Players like to delve into such things and that subset should get what they are looking for )
One Thing Though - A Player's decisions to do something appropriate to the situation (possibly being creative) should count alot more than some magic number they accumulate by repeatings of something ad nauseum. Making use of their own intelligence rather than some artificial 'Skill' development would be the goal for the game ( and probably a challenge for the game designer to provide ).
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Players's Client Assistant/Organizer :
A Client program feature used to track the Player's complex game world, and to make playing more convenient. To be useful on a Console platform, the simplest form of these interfaces would have to be click selection driven inputs, and not require typing ( or VERY minimal typing for short text annotations ). The On-line system ( Player's PC or Console with its larger viewing surface is the primary 'full' interface ).
= System ties-in closely with the Off-line (handheld) interfaces (which need more compact visuals and clumsier input methods). Reconfiguration can be left to the 'full' interface.
* Tracks all of a Player's In-Game Assets ( including Team NPCs ) and their projects/business deals/pending missions/quests.
* Information like important characters to remember ( Players can keep 'files' on world characters and Players they deal with/meet ) - Research about certain Bosses or Factions can be critical in some missions...
* Various Associations Player belongs to (ex - The Adventurers Club, the City Militia, The Art Appreciation Society of New Rapture (whose hoity-toity members actually pay ridiculous amounts of CA$H for recovered artwork of certain kinds ...), This Month's City Council Citizens Assembly, Prospective tertiary member of 'the Yacht Club' (the secret 'responsible' smugglers society), The Neighborhood Watch, Rapture-SPCA, McDonagh's Memorial Drinking and Fighting Club, etc...
* System will remember(mark) places while mapping (Player annotations) and have commonly used travel paths (preferences)
** Ties into the detailed 3D world map system. Auto mapping of a 'quest'/mission for later review. 
** Reminders of NPCs/shops you use, where you got certain items (ex- used as preferences for offline Team activities (to buy things)...)
* Various Alerts (Player activated) for flagged conditions, and a more generic event history listings (allows Player to easily review things that happened while not playing).
* Spreadsheets for various business operations. This is based on standard operations so would automatically be availabe for Player to use to see the nitty-gritty bean-counting stuff.
* Guiding/planning Team NPCs training (Players as well) - targeted skills, required training, activities to increase skill (like Player taking a NPCs on appropriate missions) .
* An Equipment Assistant would have a list of specific equipment the Player wants/needs to use and tying-in to 'finder services' (NPC business specializing in arranging such deals) will routinely search for availability or opportunities to obtain such items, and alert the Player. (Ex- Diving Hardsuits are in demand and in short supply and probably can only be rented or use via a 'hired' NPC).
= This System (being client based processing) would need a good backup/sync between server and client machine (and to Off-line handhelds). 
* There is alot of customization/configuration info that can be tedious to recreate so that would be saved in a data image transferable too the secure server (and reloaded between the different computers a Player might use).
* All the specific info a Player accumulates might grow to be be a rather large personal database, and a secure server would maintain a copy of that. It would employ DB methods that prevent the whole huge thing having to be blasted thru network connections constantly (really only when there is a system failure or a newly installed Client machine should this be needed).
* The system would also include an update system to adjust information when the World changes. Ex - Automatic updating of map information to reflect mutating nature of the City ( City map is constantly changing from Player actions ). When a Player or his NPCs walk around they will notice the changes and the personal info will be adjusted (Hey, there is a new Coffee shop down the street where the coffee might not taste so fishy!! Remember to go there after work....)
= Most of these interfaces would have annotation ability to allow Players to write short descriptions/notes to remind themselves why they are doing certain things, etc... 
* This annotation include multi-media capabilities like hyper-linking/associating map references, emails, character bios, etc.. for quick access of related information.
= Summaries for all interfaces, which when activated open up more detailed information/configuration controls when desired.
= Player Organizing of the interface itself ( with position ordering and presentation preferences for the Cover Page ) and to fit in with other communication interfaces (email, TV/Radio/Newspaper feeds).
A Comment/Suggestion Box from your -- Team NPCs : 
* "The Boss could pay us more, and the Food could be alot better" .... 
* I think I could use some training in Lockpicking, we wasted way to much time that last mission ... 
* This place we live in is pretty bad, even the rats moved out ... 
* Seriously, if this guy doesn't learn how to shoot straighter, he's going to get us all killed ... 
* Some of those City Missions are cakewalks, we could use the scratch to buy some better equipment ... 
* Research and training is fine, but when are we going to have a little excitement ?? ... 
* What the heck was we thinkin', takin' on that Big Daddy last week, when we have enough trouble taking one lousy Splicer ??? ...
* Those shady characters across the hall are eyeing our stuff, when we gonna get one of those nasty burglar traps ?? 
* This place could do with a coat of paint ... 
And plenty more could be added via the Player Created Assets - Note that there would be scripted logic to match the situation so that illogical comments don't get made for non-existing complaints.
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Mission Info Access Mechanism For The MMORPG :
Player Accessible through Interfaces : 
* 1) A City Bulletin board which is pseudo-customized for the Player (each Player sees a different one). 
* 2) Mission/Quest Givers met in 'the usual places' ( can even make a joke about the old D&D cliche ). 
* 3) Ad Hoc 'Happens in front of the Player' immediate assignment activities (just join in). 
* 4) Letters with Assignments (Job Missions) for any 'Role' the Player has agreed to. 
The Overall Mission Mechanism should control :
* An Overall narrative sequence (the usual chained missions, but likely with logic controlled with different 'path' options and variations). Visualization and review of long running the Story Missions. 
* Accommodating Loose story arcs - being an MMORPG, it is hard to 'nail down' tie ins to major plot items. Different Players are usually on different parts/phases of these arcs simultaneously ( and they have to all exist together in the Game World ).
* Labeling and Culling out Missions which the Player is not capable of yet (but leaving a few to give a taste for future possible Missions). Missions being Fitted to a Player's level ( too hard content has a way of making Players give up and quit, when they think their time is being wasted ). 
* Difficulty advancement adjustments - being able to do things you previously found, but had to 'run away from' (Many could be designed with 'progressive difficulty' the further you go into the Mission).
* Presentation for Timely Missions ( ones that disappear after a while if not taken - deadlines, etc ... ). Periodic Reminders could be done.
* Tiered Information (clues ?) for "cumulative" Mission progressions (gathering the pieces - most probably not too subtle).
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Emails and Texting Alerts (game interface) : 
Part of the extended game activities (many one/two/five minute activities).
Smartphone and Tablet activities in small segments of time (fitting for that hectic modern life ...)
Weird (?) would be texting your NPCs to do stuff (issue orders, get results)
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Basic Voice Input Limitations (Voice Recognition USE For A Game Interface) :
Interferes with MP voice communications (between players)
Limited vocabulary is OK for one/two word 'canned' commands ( system can be trained to improve recognition of individual words ... ) but falls down for general Voice-to-Text conversions.
Consoles may not have enough CPU or input options available (does not mean that PCs should ditch the feature if it is a useful enhancement)
Voice-to-Text VR ?? For the talk bubble over-the-head communications - Would minimize voice transmission data bandwidth both ways (allow many conversations at once and all those NPCs talking ). That is if it could actually convert without errors every 10 words (typical error rate) ... It may require a new phonetic form language for English (that could take a while to get used to).
People do simply get tired of talking all the time ( it would be optional in any case ). Could be reserved (by player choice) for action-intensive situations like battle versus mundane activities ( or maybe mundane stuff might be the use if it gets rid of more than a little pointing and clicking ).
We may have to rely on creative/expert Player Extensions to the Game for this feature ( facilitated by making a 'program interface' available to channel the context and resulting data ).
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Operating Without Voice Input ( Game Voice Recognition Feature ) :
* A likely feature that wouldn't happen ( VR as hard to do on the non-PC platforms )
* In any case, alternative would have to be offered to player who wouldn't/couldn't use it anyway.
* Menu driven interfaces - point and menu ( with mostly single letter actuation inputs ( few to match limited console controls ))
* With non-keyboard system then a list selector mechanism ( hopefully with fairly short option lists )
* Dialog Tree mechanism takes care of the more intricate NPC interactions ( usually yes/no/short list selections ).
* The slower this kind of input is the harder it is to use in 'combat' situations ( which is one of the more significant uses ).
* VR could still be created by enterprising PC player-programmer as a separate Client add-on ( the programming DLL interface and Open Client AI scripting system would fill in the required links to pass NPC commands to Server ).
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Idea For (Some) Player's "Start" Into The MMORPG :
Used as a Partial Interface Learning Tutorial.
Player decides to quit their miserable brutish life of a Splicer, after hearing the propaganda coming out of 'New Rapture' about 'the Cure', and then journey thru 'the Ruins' to reach something better.
Basic controls, maneuvering, inventory management, melee fighting ( maybe minor Plasmid use - that will be lost in the 'cure' )
New Rapture has people who are skilled in "Talking Splicers Home", but who also have to be careful with the potentially dangerous Splicers (who might be trying to 'scam' the system). Strong security measures without 'spooking' the potential new Citizens...
Once the Splicer's 'journey home' is done, then the next stage of the 'Cure' begins -- which can be a whole 'nuther journey to experience. The 'journey' shouldn't be a loophole allowing Players to play Splicers continually, so some 'compulsion' will move them along the path of being 'Saved' ( nothing we haven't experienced in the Solo games ).
Propaganda may mention/recommend 'bringing' something valuable to assist the Splicer's future home and the Starter Adventure may have opportunities for such.
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IMPORTANT Feature Of This MMORPG - An Integrated Program Interface
Needed even when the game has its own 'scripting' capability ...
Client Program Interface to allow external scripting/programming for control/coordination of player's Avatar/Team NPCs using the same data provided to Player while playing the game (not cheats). The Client program can call DLL containing custom Player code and game actions/commands/events get transmitted back. Nope, sorry, no Aim-bots.
Allows Plug-ins Client assistance tool enhancements ( useful ones become very popular with Players )
Allows exploring/developing/testing NPC behaviors/AI that can eventually be generally incorporated into the game.
Provides another INTERESTING aspect that will draw some customers to play the game ( let the programmers out there show their skill ).
Limited to the data usually sent to Player's client (to prevent cheating) and actions all go thru the Server for validation ( to prevent more cheating ).
Allows access by external programs ( ie- piping data to a separate machine - REAL AI takes huge amounts of CPU processing )
I would even go as far as allowing player Clients to run as bots ( one Player avatar per paid account ) - but this is a very complex game and anyone who can make an AI that can operate like a player should be allowed to try.
Still no aim-bots in the game.
Of course, this is yet another lump of work for the Company Game Developers to have to provide, but if they are intelligent and design it properly from the start, THEY can use it in-house for much of the functionality the Client is initially to provide (and the SAME mechanism is also applicable to various Server development tasks).
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== Casual Players Interface : ==
Simplified controls for simplifying selected aspects of the game. All those fancy controls, commands, options and indicators ... Too many to remember, or too many ins-and-outs for a game where you can so alot more actions, and use more Objects than most games ???
I've mentioned before that there are many aspects to the MMORPG I've described which can give the Players alot of choices to do more of what they are interested in. Already the Players 'Team' NPCs are there to do alot of the more tedious/grindy stuff. The idea that the Player's Avatar might be able to continue doing various tasks and activities running on automatic while the player isn't logged-in has been discussed.
What if even the Adventuring part of the game, where there usually is the most hazard, had a 'Casual' mode where the combat and other actions would be done in a more Automatic way (some MMORPGs already do this with an 'attack' button). The combat done should be of a moderate/mediocre effectiveness ( Players get more effectiveness the more actual effort they put into game tasks ). The 'Team' NPCs are already supposed to fight on Automatic. This would mean that having the Player's Avatar do the same would not be too difficult ( but might be quite conservative/defensive ). The Player may want to direct things tactically leaving the actions to the objects under his control. The Player may just want it all to be Automatic - to let the AI logic handle all of the immediate decisions. 
The better equipment and training a Player would supply his Avatar (and 'Team' NPCs) with will increase their average effectiveness and abilities ( some Players like to put alot of effort into that part of the game ).
Players who want the best out of their Avatar and Team and equipment will have to be much more directly in control and involved. That would be their choice.
This all will require a might jump in the AI capabilities in the Game, but that is already part of what is already expected for it (Opponent and other NPCs to be alot smarter/versatile/clever than what current games supply).
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== Tile Button Click Interface : ==
Some games have an interface system where Button Icons are positioned on the HUD in a placeable/re-arrangeable manner ( to various extents ). They allow easy use of player selected options ( and can activate quite complex command 'macros' in some games ). This MMORPG would want as much flexibility in its interfaces, to be as easily controllable as possible ( I personally loathe and denounce games where you have to 'fight' an ineptly developed interface more than you have to fight your game opponents/situations ).
* Picture Icons (personalized bitmaps, Player Community will supply lots of alternates)
* Icons with text (In how many games did you say "WTF is THAT weird shape supposed to be and do" ??)
* Variable sizing the Button Icons (and other parts of the interface controls/indicators in general)
* Variable positioning - The usual dragable repositioning mode along with lockdown mode.
* Subset Buttons which can hide grouped sets of Buttons to cut down on clutter (modal control sets for different tasks/Player-designated playing modes (Switchable HUDs)
* Programmable Macros (with a GOOD Macro Editor - or many as Player Created ones are added)
* Multiple overlapping methods of executing the same commands (ie- Keys, Tile Buttons, Voice and fallback menus)
* Target Context - click on target and Buttons showing valid options are shown/clickable (hide commands not appropriate to the current situation)
* Valid Action Context - if command requires particular tool/target/situation and doesn't match then button is grayed out to indicate unavailability. Other 'smart' indicators could be scriptable
* Extensive tutorials (always with examples)
* Exportable/Importable (sets of Tile Buttons with macros, entire HUDs
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==Interface Versatility In The Proposed Bioshock MMORPG : ==
Typing as 'talking' by the Player ( with overhead above player voice-bubbles ) - Over the shoulder view to see people around you. You can also have many more NPC 'small talk' statements in text versus having to voice record all of them ( and distribute/hold in the client ).
With typed text needing the available ordinary keys - there should be a easy to use Reprogrammable Key interface for 'macros' will be needed for the usual quick activation used in combat, and now also for basic frequently used 'team' orders. This worked pretty well in Ultima Online more than 15 years ago with various control/alt combinations and F1-F12 keys.
FPS mode view for one style of combat ( over the shoulder if you are commanding your 'Team' ). I'm sure there can be some worthy incidental music for battle (and other) situations.
Players may have a 'Spidey Sense' indicator when something they've sensed is nearby (skill based ability).
Activation menu options -- like what we've seen in BS1/BS2 selecting (mouse-over/target) object close enough for interactions puts up simple text list of options (with single key command activation)
Players Commands to 'Team' ( with semi intelligent NPCs to take simple commands and do proper action/tactics ). Directing them without having to issue alot of tedious/fiddly commands.
Point(select) and talk ( directed speech - in environment with crowds of NPCs/players ) - interface between players (and commands directed at NPCs)... ( This could work for both typed text as well as any simple voice recognition )
Optional Mic&Headset with verbal Voice Recognition inputs (single word) more natural for NPC Dialog sequences and issuing simple orders to 'Team' NPCs. Yet more 'Player Created Assets' work to expand common single word reactions that all NPCs will respond to (behavioral scripting). Can even include 'emoting' at NPCs...
'Tablet' (tablet/palmtop computers) oriented 'offline' interactions :
* In-game Mail
* Voice Messages
* Bulletin Boards
* Newspapers
* Mini-Games
* Team Task status & commands
* TV & Radio feeds
* Map Viewer (3D)
* Phone Orders to shops (interface with Dialog Tree)
The 'Tablet' Client would handle a much lower communication quality requirement (dodgy wireless, dropouts, etc..) as the various interactions with the server don't need fraction of second back and forth response.
Dialog Trees for NPC interactions ( with simple responses to proceed down the dialog branches ). The 'dialog' can include NPC animation/voice & sound effects/NPC actions as well as logic calculations that enable different branches appropriate to the game situation. Definitely useful for NPC Vendors. Can greatly expand versatility of Quest interfaces ( the original 'giving' and later review of accepted quests -- with side 'tree' branches for additional info/explanations ... )
A problem with popup menus ( any long text presented need that ) is that they obscure other things going on ( which in a Shop might not be of any significance ). Dialogues with 'quest-givers' usually have much longer text story descriptions and they might be anywhere in Rapture. So this mechanism should be designed to minimize obscuring the players view of the rest of the world (like transparent background) and definitely make them instantly interruptible ( not 'locked in' to menu sequence ) when things of interest start happening in the players vicinity.
Shop vendors can have 'Display Cases' (furniture in shop) so player can see and mouse select objects - and get a simple/quick interaction menu reiterating price, quantity available, etc.. (ie- Purchase/More-Info).
'Priceboard' (wall mounted object) interface - Longer vendor 'named list' selections ( off list boards on walls or even 'sale' signs ) -- summaries are useful when many items are available (scrolling 'gets old' really fast). Good for mundane purchases where you don't want alot of interface 'fuss and bother'.
Quest Log - for tracking missions and quests you've been told about or 'accepted'. Includes maps and quest info, Dialog from the quest_giver - all the usual stuff you want for quest/mission you got a week ago and cant remember the details. Potential for 'Team' activation for the quest -- integrated button commands to 'gear up'(appropriately) and move to a rendezvous point ( without having to issue alot of tedious NPC commands/orders ).
3D map system ( better than BS2 and BS1 ) with rotating view to make 3D positioning more obvious. Markers to show see where their 'Team' minions are and various useful locations. Player will have ability to mark positions (with text notes). ( Ultima Online had feature like this over 20 years ago. ) City survey keeps maps upto date - new/unknown/unmapped areas indicated. Interface used with many other related game functions ( ie- mail someone a map and the location info can be added to their personal Map system, or a city alert for a Splicer attack would crosslink to the map to show the location ). Zoom mechanism with increasing detail (like yahoo maps) and possible a 'search' feature to point out locations/items/NPCs of interest.
Inventory/Container system ( I'm thinking an "Ultima Online" style free positioning inside containers with simplified iconic pictures ). Players wont be allowed to carry unrealistic loads/piles of items like in too many games ( and probably won't carry 8 types of weapons ALL at one time ). Similarly, a typical Avatar body diagram interface for equipped 'gear'. Needs a lockdown mechanism to prevent non-owners from grabbing stuff a player places ( items in their residence and at job-sites, etc ... ) A tabletop is effectively a container ( full sized items normally visible ) as is the floor in a location the player controls. I recall that Players in 'UO' managed to do incredible/very-imaginative things as decorations (in the Housing) when they had that flexible placement system ( which makes the hamstrung slot placement used in many MMORPGs today so much lamer and pathetic compared to 'UO' which was 15+ years ago )
Player Notes/Tasks interface to help the Player remember what they want to do -- could have Client-side Voice recordings ( for those who think these games have enough typing ). The usual text 'note' interface, Map markers, etc ... Picture snapshots... Simple Draw/sketch interface ...
Mail messages sent to other players could likewise be recorded as 'voice' ( RT&T feature added in 1950 ) can include the other media flavors (maps/pix/etc..)
'Team' member/minion Bio interface showing equipment, attributes and abilities ( and outstanding orders/activities ). Various useful mechanism for managing your 'Team' of NPCs. Can include 'planning' guidance for further training.
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Path Guidance 'Arrow' :
Question of whether to have the 'Hint' arrow to point you in the right direction to a destination ( location destination YOU select ). Since the game is not an open outdoor setting where you might have normally visible landmarks to guide you and easier open land traversal. It might prove (VERY) helpful to Players to have a 'guide' arrow point the way so that they can spend less time getting lost/trying not to get lost in the indoor rabbit warren Rapture is. Instead, they will be able to look at and appreciate their world surroundings and the interesting things going on ( and not endlessly looking at the Map ). Players can always turn it off if they want.
As mentioned elsewhere, it might be a good feature to have your Avatar be able to move itself to the destination (you selected) using the same logic NPCs use ( It may have to query user to choose between potential alternate travel options -- as there are frequently many ways to get between two points in the city ).
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NPC Face Visibility :
I'm not sure if this is needed (this isn't "LA Noire") if you need a face zoom for someone you are talking to ( NPCs who could be made to make appropriate emotes, even if players wont bother ). On the other hand, that would likely require a MUCH more complicated facial expression system ( and MUCH better Face Assets and defaults and specifics for NPC interactions ) for this game, which probably isn't really needed. Perhaps limited use for appropriate Player roles and missions.
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A Significant Issue ?? Console ... : 
May be how many of these things can the current console game systems ( and any in the immediate future ) NOT be able to handle and are the less fancy/versatile/timesaving alternative interfaces sufficient ???? I would not want the better 'ease of use' features to be eliminated via a 'least common denominator' policy that some companies do when faced with game console limitations ( usually they don't want to spend money to do a proper 'port' of the game to the PC ).
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Player Money Tracking/Accounting Database:
* A simple set of CASH in/out for the Player ( can be maintained for NPCs also, but mainly for debug )
* Rent transactions ( as mentioned elsewhere ) with pay-ahead account
* Direct hand-to-hand transactions ( the usual 'Trade Window' mechanism to prevent Player Scams )
* Purchases from Vendors ( machines/NPCs/CityOfficials ). Sales to customers/merchants...
* Cleanup mechanism would eliminate transaction data after a month(?)
Offline Tracking for Accounting Reference including Handheld ( 'Not Prime Time' interfaces ).
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Optionally Email of a list of the 'cleaned' set of Transactions to Player ( Yes, accountants do play these games ).
May move accounting data to archive on Server ( useful for long term debugging ).
Could also have an export dump of data via Client at any time with SQL format -- for real hard case Accountant type players.
* Players would have several accounts identified ( Rent, Company, Personal, TeammemberXYZ )
* Transaction data would include: GUID, time&date, identities, player account, ammount&money_type, transaction type, item info ( maybe short description, typeid & count ), notation(optionally made by player)
* Authorized payments (by player) done thru fairly simple game interfaces ( identifying payee is specified off mail list (mailed bills) or face-to-face interactions to another player or to a NPC vendor ).
* Some simple accounting/summarizing tools for players ( Players 'Company' would good be nice to see if it is making a profit, etc ... ) . Simple spreadsheet mechanism no doubt would be provided ( or some Player would build a tool ).
* All very auto-magical for players who get enough of this kind of thing in Real Life ( and really don't want this game turning into Eve_Online ).
* Database is useful for Developer debug of various financial mechanisms in the game ( players scream when they get ripped off when a server LOSES their money ... ).
* More than one kind of currency - Dole Tokens, New Money, Old Money, City_Barter_credits, Prestige points(for tracking).
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Game - Too Many Interface Options to Select Quickly ??? Control tiles (Interface Design) :
It would be useful to have a visual tile button option selectors on HUD (Player moveable positioned) for weapon selector (maybe even settable to different weapon+ammo type each) that would be mnemonic ( You click on meaningful picture button with mouse and if it is already the weapon its smart enuf just to just change the ammo ). Seriously this was done on PC games 15 years ago and what we get is lame console-isms ( stepping thru options with keyboard presses ) and apparently the game developers are too lazy to make the more useful PC control variant. There's always plenty of space around the edges of the view screen to place them that doesn't interfere with the game view.
Other selectors :
* Orders to NPCs (use of a subset of skills they have - ex- tell 'Squirrely Pete to Scout Ahead')
* Selection of 'Team' members (to then issue order to)
* Tool selection (including healing materials) - lots more tools and manipulations in the MMORPG
* Weapon mode would include switching to 'hand' for throwing things ( and other hand related actions )
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Control Issues - Keyboard :
With more control actions/options possible on a PC Keyboard, the possibility of hitting the wrong button increases. Character Actions should be less 'split second' ( It is not to be a 'twitch' "Fighting" game ). The Player also might be more dependent on what is 'At Hand', rather than taking a timeout to rummage through all their possessions for the 'kitchen sink' ( You keep your most useful weapon IN YOUR HANDS ... ). The even-worse Console Controllers are quite limited, and 'dumbing down' the game to give time to walk thru greatly expanded selector menus would be detrimental.
For Casual Players .. Console style ... OK, but you can miss out on all the rest of the stuff. ( But then the Idea would be the program would be FREE - with a monthly subscription - so the same Player sometimes being on a Console, other times on a PC, and of course on the Tablet/Smartphone interfaces other times. )
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More Sensations :
There should be some mechanism in the game to give you clues of what you are smelling wherever your avatar is -- Smell-o-vision (visual indicators) - another thing to add to the list of the MMORPG's advanced/new features. Comments from your NPCs might be used. If you are adventuring solo, some kind of 'Spidey Sense' 'Spidey Sense' : Spider Man's innate ability to sense things happening outside/before normal senses. indicators can be shown (or verbalized 'thoughts to yourself' --- "Is that Flesh I smell Burning??" or "Rotting Seaweed - very distinctive..." or "strong ozone smell" or "the Air in here is really Stale". )
Ambient smells would be specified for locations (map areas) and their contents (near specific environments), and various props have their own (including different smells for different object states - burning, boiling).
The Game Company would have to decide whether they will distance themselves from in-game flatulence....
A problem would be being constantly bombarded by routine 'cues' (does it add anything to the game experience) or only by exceptional ones that would serve as a 'tip off' that something unusual was happening.
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Game Sound Element Improvements :
With the MMORPG's more detailed involvement in situations ( instead of always devolving into a simple firefight instantly ), having more sound cues could be done ( more detail than you get in a simple blast-fest game ). All Game Assets should have appropriate sound components incorporated ( including those for states like *Malfunctioning* ). The sound environment would have potentially more simultaneous sounds, so prioritization would be used to play the most relevant at any point in time. The game engine should have sounds pre-queued so there are not those annoying delays. ( This game would made a few years in the future, so you could count on the average game computer having more processing power -- cant say what the consoles will be like by then ).
Long ago (in Real Life) when they sold you a bag/box/bottle of something, they didn't try to fill it full of air or leave the box half empty to pretend that it was more than it really was ( or rather what a container that size SHOULD contain ). One of those huge (sized) bags you pay ridiculous prices today for has little more than 8 oz in it. You get a potato chip bag with a sandwich these days and it has 1/2 oz contents !!! Someday soon you will get a single chip in that ridiculous bag (and maybe consumers will soon be stupid enough to buy empty bags).
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 'Awareness' HUD :
An artificial method of the Client Interface pointing out significant details according to you Avatar/Characters perception abilities and the ambient environment. This should NOT be used as a game crutch, but more an optimization in a complex environment the MMORPG would provide.
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Markers Marking your Trail :
Running about when things are happening fast in a maze of terrain ( you haven't been in for very long ) can be disorienting. With this MMORPG game, where making a hasty retreat is usually a frequent occurrence (and wise), keeping an exit path ready ( and one, which if you clear it previously, wont have 'Respawned' opponents Auto-magically replaced just a minute after you previously fought through it. )
Solution : Placing markers of various kinds to mark a path or something that can be a distinctive landmark seeable from a distance.
* Paint leaving a distinctive mark ( a custom graffiti asset for your 'Team' ). White paints are usually cheap.
* The old Trap Rivets with their bright light beams (just the lights, minus the 'smart' guts that made them work in the 'old' days).
* Colored flares (nice flame-y rendering effect)
Most of these markers go away with time ( some stick around a while so you might see other Players marks in frequently traveled spots. Beware : some Splicers like to pull tricks on Strangers - like (re)move/change their markers.
So your 'Awareness' HUD would highlight these 'Markers' ( or more skilled Team NPCs might point them out )
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Gunfight At The Rapture Corral :
Hmmm, Gunfighters in The Ruins - Quickdraw pistols - Too bad nobody much follows those 'Rules of the West' ( Instead For Real you actually had/have lots of back-shooting ). Maybe it could be some 'pulp fiction' for New Rapture TV show series ( likely in a pretty amateurish productions ). "Have Speargun will Travel"/ "Shootout in the O.K. Bathysphere Station"/ "Zorro Rides the Deeps"/ "The Great AE Train Robbery"/ "Young Squid Bill Rides Again"/ "Bad Men of Deadmanschest"/ "Deep City Vigilantes"/ "Diver Dan and the Haunted Mine"/ "For a Few Doubloons More" ... ( production values which make the oldest Dr Who show look like 'Hollywood Magic' ).
Is Dueling banned in Rapture (probably within City Limits) ?? (Hmm, Banjo Duels heard out in the distance ???)
Slo-Mo interface for 'picked shots like in that game "Call of Juarez" - doesn't work for multiple Players 'gunfights so well' - might against Splicer/NPC Opponents in 'Staged' Mission gunfights.
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SmartPhone/Tablet Interface - No Time Driven Activities - Don't Want People Playing While Driving :
This interface for the game will have alot of activities for people who don't have huge amounts of time to play the Full-3D mode at home on a PC/Console. World Media presentation updates (newspapers, TV, Radio stuff), in-game messages, Auction-house, Mini-games, Fabrication(crafting), Skill Training, etc ... The NPC Team Task system would allow monitoring and queuing up parallel and sequential Tasks (for the Players Avatar and AI-driven 'Team' NPCs) which will get work done while the Player is off-line (the World Server AI runs them). Rebuilding Rapture is tedious work, and Players often much prefer to go out adventuring and doing Missions during their online-time.
Various status reports and directives issued in the simplified interfaces can allow the Player to keep their game progressing forward, utilizing time while 'on the go'. There wont be any 'Jump'/'Gate'/Teleport transportation so 'Team' NPCs (and the Players Avatar) can move ahead of time to a jumping off point for real-time play in the more interesting places ( meaning Players will have to do some 'planning ahead', though if you forget your favorite flashlight you can have someone 'back at base' Pneumo it to you ... )
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Activating Emotes which NPCs React to :
Common everyday gestures while 'in town' or signals for adventuring type activities (ex- signaling 'Help I am impaled on a chunk of Rebar ...'.)
With the other talk of using a Voice Input mechanism for the game (for certain things instead of endless arbitrary button/combinations or activation tiles that don't mnemonically really look like anything). Single word commands should include 'emote' activations ( some player controlled/guided NPC 'Teams' use certain gestures as 'triggers' for predefined/customized tactics/strategies ). Trigger phrases probably work similarly when silence isn't needed ( Shouting "Geromino", or "NOW", etc.... which would be pre-arranged signals ).
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It Is All Glowey !!! ( Game Interesting Object Indicators ):
Whether to ' Glowey-ize ' all interesting objects (Hint to Player). Whether to put 'name' above them as is done in many MMORPG ( which points out distant objects much more than their visibility does ). Too many such will clutter up the display ( shown with 'Mouse Over' MIGHT help with that ), especially with a game with far more significant objects.
Maybe : First Time (in the MMORPG) you have to spot the widget yourself ( pick it out of the scenery, like those old old computer games ). Later the 'cueing' starts being visible to eliminate the tedium factor ( Your 'Team' Lackeys even start retrieving things for you ... ).
This "finding" is helped also by having things (in the game) visually look the way they are supposed to look ( sufficient graphics quality and Asset detail ) - Which IS possible these days - look at the improved quality of the BaS Assets over those in BS1/BS2.
So many things might be useful to a Player that Selectable Filters could be in the interface, optimized with 'Modes' of what type of things are being looked for. Like : Splicer evidence, loot goodies, Mission related details/clues, tools/materials for a particular task, items 'of interest' ... Such Filters should be able to be disabled for the 'purists' and possibly off unless activated ( Don't want 'glowey 'helpful' indicator crap' all over the place constantly to ruin the aesthetics ).
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Player Diary/Daybook Interface :
To track and organize game activities/projects and useful info ( similar to that Flash interface in Something In The Sea, except easier/faster and Player modifiable/markable ). With auto-accumulations, and good Search features to make this be useful.
* Markers ( highlighters so Players can mark things of interest or visually classify )
* Memos ( all those things of interest coming out of City Hall )
* Contacts/Bills (business stuff)
* Maps ( standard info and clue stuff obtained in their adventures )
* Lists ( text .. ie, Things To Do Items to obtain, Tasks that need to be done )
* Mail (incoming mail, copies of sent,
* Calendars ( various Player events and days of interest )
* Documents ( unfortunately a City cannot operate without paperwork )
* Notes (Players own in-game Postit Notes)
* Business Cards (of various businesses/Players the Player deals with)
* Photos/Drawings/Blueprints ( tech info for various projects, or camera snapshots of interesting things )
* Newspaper/Magazine articles/advertisements ( old and new stuff of interest the player keeps clipping of )
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3D Goggle Interfaces :
Limitations - can't see/work a Keyboard anymore? ( which do have LOTS of nice buttons needed for activating a whole lot of different commands, macros etc... )
Mouse still works, so pre-configured clickable onscreen 'button' widgets could work, pointed and clicked by a mouse.
Possible interface using speech recognition ( preferable single words for action + target to be easily trainable - limited vocabulary ), hand gestures ( few interfaces as yet for this ), controller movement 'Wii' type tilty stuff (limited use).
We still may yet hear that the '3D' head-worn stuff still causes too many headaches (and neck strain??) for long periods of use.
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Of Course The MMORPG Will Have Better - Manual Object Manipulation :
Using a Corpse as a broom with Telekinesis ( I cleanup after the mess I make in-game ), Sweeping movable objects (all those Loot Boxes that hang around way too long) instead of picking-up/dropping them one-by-one using Telekinesis.
You can (in BS1/BS2) by simultaneously moving/swinging and releasing your Telekinesis hold ( switching the Plasmid while holding - I used the Mouse-Wheel ), sortof Toss objects a short distance - useful for piling them up.
The MMORPG would have many more easier to control Object Manipulations ... ( See an old game called "Turok" ??? )
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Game 360 Degree View Interface :
Someday many games will have this - VR VR - Virtual Reality computer interface contraptions worn to give a 'freer' 3D viewing/hearing/touching(?) experience.headsets possibly, though not seeing the complex controls THEN becomes an issue - restricted to Voice/Handglove-gestures/whatever. Someday 'Cone of Silence' style wrap around Monitors ??
Displays something like 4 X the visual stuff, being drawn with all the objects and antics of NPCs/Players surrounding you (or being ready to be drawn after a quick turn).
Sound ? '3D' sound cues are a nice detail.
(( I predict : Lawyers will get rich from Repetitive Motion Stress Lawsuits ( from turning your head constantly while playing ) ... That besides eyestrain issues. Reports of Nausea (lasting hours afterward) are already happening and will be grist for lawsuits and such. ))
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FUTURE - "Eye-Tracking" as a New Feature For Gaming Hardware and Games (Hmmmm) :
Optical input methods for computers (are advancing) ... Used as an adjunct to existing control methods (like the Voice inputs spoken of elsewhere). Maybe is worth including, if such interfaces become much more common.
I smell a possible feature option for the MMORPG. Even if the 'company' doesn't do it, the Players (with the required expertise) might be able implement control inputs of this NEW type - the base game code need only be available for modular/plugin modification.
A Limitation is handling of reflexive eye-movement, and preventing spasmodic/unintended reactions/commands. Possibly can be used for 'causal' wandering-type activity.
Note - years ago when I heard about optical interfaces like this I said that the companies making them probably will need to provide a large bottle of Aspirin to go with their product (( AND Years ago the second generation '3D' optical interfaces suddenly disappeared from the market when it was discovered that they causes children's eyes/brains to malform from their constant use, and would provide a great deal of income to Lawyer$, for all the damage those products could cause. ))
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 "Interfeces" :
Another typo inspires a New Term/Concept - Bodily function related Interfaces.
Likely to be one of those 'Optional' game mechanisms.
Likely something that should be largely Abstracted.
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Hum Along System : 
Player and NPCs can 'hum' songs ( or along with ambient music ). Player can have a 'hum player' similar to the Instrument Music system. Just another little detail for the Game ( Please don't have NPCs start humming during 'serious' situations - you need to be subtle in such game features ).
More Assets and another Asset Type.
Singing and Whistling (operating like an instrument)
Playing an instrument : harmonica, banjo, guitar, etc...
Vetting for copyright of course for 'recorded' Assets
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Auto Targeting ( Usually on Consoles with their Limited 'Joystick' )
It is What you do NOT allow (too easy)
Exact aim is a skill, not a given
Extra Points for those not using the 'auto' feature ?
Payoffs would be limited for 'Easy' mode
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=== THINGS NOT IN THE GAME ===
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