Gaming Usability 101
<<   October/2007   >>
Sun Mon Tue Wed Thu Fri Sat
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31  

Arts
Movies
Humor
Television
Music

Business
Internet
Finance
Jobs
Investing
Economy

Computers
Software
Hardware
World
Mobile

Games
Video Games
RPGs

Health
Fitness
Medicine
Alternative

Home
Consumers
Cooking

Recreation
Travel
Food
Outdoors

Reference
Psychology
Science
Education

Regional
US
Canada
Europe

Science
NSF
Space
Technology

Society
People
Religion

Sports
Baseball
Soccer
Basketball
 
12/Oct/2007 8:32AM

Steve Krug argues in his book Don't Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace.

1. Never ask a player if they want to save their game.

Should you give players the option to save their game (and that's entirely up to you), don't ask them if they want to save upon reaching a designated checkpoint. Of course players want to save a game when given the privilege! Asking a gamer if he wants to save his progress is like asking a movie buff if they want to watch subsequent chapters of a DVD. Don't disrupt the game experience with an obtrusive pop-up. Simply display subtle on-screen text that says "Saving…" as popularized on consoles by Halo and be done with it. To ensure gamers can play back their favorite levels, don't overwrite level data. Rather, keep tabs on a gamer's progress and grant them access to the areas they have already visited.

2. Always say "press any button" to start a game.

This may seem fastidious, but in the real world, I've seen both casual players and experienced gamers unnecessarily stop and think about the start screen. A game specifically asks a player to "press start to begin." When prompted, the newbie gamer looks down at a confusing set of buttons, thinks for a second as to which button they need to press, then they hit it. The intimidation process has already begun. This is bad usability. Any button should do. "But I don't develop games for newbies, I develop them for gamers," you say. Fine, then you just forced a gamer to unnecessarily think if the actual start button is required, or any button would suffice as is the case with most games. Obviously as a designer you want to leverage thinking to enhance the value of completing a task, but what entertainment value can be found in complicating a start menu? Some games wisely display "press any button to start." Every game should.

3. Always let players remap controller buttons to suit their preferences.

Certain computer users prefer a mouse at the left side of the keyboard as opposed to the right. Fortunately, they have the option to do so. Sadly, a lot of games don't let players remap buttons and analog sticks to better suit their likes and dislikes. To rectify the situation, why not bring control options front and center to the pause menu? They're already an integral part to the gameplay experience. Why bury them in a complicated hierarchy of menu options? This would allow for easy access letting gamers quickly change what they need before getting back to the action. A handy "quick map" of controls as featured on most game demos would also be appreciated. Granted, this takes more effort on the part of developers to facilitate the option, but using controller templates for every console is sure to save some economies.

4. Always let players skip cut scenes no matter how important they are to the story.

What a predicament cut scenes create. As a designer, you want all your hard work to be acknowledged, even the cut scenes. Sadly, interactive entertainment is the name of the game, and it always comes first. That's why gamers play these things. So rather than assume every player wants to watch your story-telling chops, allow them to bypass cut scenes, tutorials, and even speed up the showing of logos when a game boots up. Tell your story through engaging gameplay, and you'll easily be remembered and praised regardless of what you accomplished in a cut scene, tutorial, or start screen branding.




Recent news in category
Jane McGonigal's Brave New Worlds
Apple: Soon to Be a Mobile Gaming Force
Can Nintendo Play Hard Through a Recession?

Global recent news
Reflections on Everest 2006
AUS - Mottram leads list of
Assn. for Fire Ecology Regional Conference 2008 in Tucson Jan 28th-31st

08/Oct/2007 1:16PM
Bungie franchise and community director, Brian Jarrard, analyzes the company split with Microsoft

08/Oct/2007 10:46AM
Recent redesigns at Yahoo!, Microsoft Live Search, and Ask.com are providing graphically rich alternatives to the minimalist search giant

05/Oct/2007 7:21AM
Can new Sony gaming chief Kaz Hirai's focus on games help close the gap on Microsoft and Nintendo? A price cut might help

03/Oct/2007 10:35AM
MIT start-up EmSense tracks gamers' real-time emotional responses&mdash;useful data for game developers and marketers alike

03/Oct/2007 10:24AM
The Design Council heads up a network of regional programs that help harness the creative energy of small businesses as an engine for national growth

Copyright © 2006 Rootio Ltd. All rights reserved.