Gaming Usability 101
Next Generation (now happily fully merged with Edge) is carrying a story entitled Videogame Usability 101, attempting to lay out some standards for interacting with games. Some of them, like '3. Always let players remap controller buttons to suit their preferences' seems fairly straightforward and hard to disagree with. Others may be a bit more controversial: "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." Anything on there that you categorically disagree with?
It's getting pretty bad these days. I can't stand not being able to bypass the logos at startup, never mind long ass cut scenes. Does it occur to the designers that maybe someone might play the game a second time and has no need of seeing the cut scene again?!? My favorite example of designers with their head up their ass is Keiji Inafune. When Dead Rising came out and people started complaing about the save system (one one save allowed). Supposedly, in an interview with Electronic Gaming Monthly, he said that the saves were intentionally designed so that players would feel that there were some consequences for their actions and would be forced to make quick, tactical decisions. Right, don't bother trying to make the actual GAME more interesting. Cripple the save function so the game appears more dynamic..... I really hope if they do a DR2 he has nothing to do with the project.
I have little enough time to play games as it is, and the time I have is intermittent and scattered. Waiting through a cutscene (or worse, a startup logo) that I've seen a dozen times already is exceedingly frustrating and means I buy fewer games.
PHEM - party like it's 1997-2003!
I've played several games where I am at a difficult section where I need to try over and over again. However, between the difficult spot and the last available save spot would be some cutscene.
If it took 20 times to get by the spot, that was 20 forced brain-numbing times through the cutscene, and often after a few tries I would just put the game down. It wasn't worth a 5 minute wait to get killed again.
When I fail I want to retry as soon as possible.
"I only speak the truth"
Karma: null(Mostly affected by an unassigned variable)
Yes, this is a must. When you have replay a section, or just when replaying the game, it sucks beyond belief when you waste hours watching the same cut scenes again and again.
"Life's short and hard, like a body building elf." -- The Bloodhound Gang
I don't think that's very controversial. Cutscenes really must always be skippable, simply because it's foolish to assume that everyone is playing for the first time. Even if the game "knows" it's a new game (think DS game fresh out of the case) it can't be sure that the player hasn't played the game before and therefore doesn't want to see the stupid cutscene for the fiftieth time.
Don't get me wrong, I generally will allow the cutscenes to play. But some cutscenes are just annoying. For example, when you start the Legend of Zelda: Phantom Hourglass, it gives you a recap of the events that occurred during Wind Waker. However I've already played Wind Waker and would have very much liked to skip past the recap to the new stuff.
Massive bonus points for any developers who add TiVo-style controls to their cutscenes. Sometimes I just want to jump back and rehear a line I missed.
In fact, I'd say that the first item, "Never ask a player if they want to save their game" is much more controversial. In a perfect world, that works (when there are enough save slots that auto-save is possible) however the world isn't perfect. In Phantom Hourglass I might not want to overwrite my save slot just because I hit a "save point." This is a limitation of the DS - there are no memory cards, so you're limited to whatever space the game gives you.
However for something like Half-Life 2, the autosaves work well. I don't need to be asked if I want yet another autosave, so it doesn't bother asking.
Otherwise I generally agree with the list.
You are in a maze of twisty little relative jumps, all alike.
The first 8 are a hit with me. I'm not sure about 9. I definitely don't think 10 is a big deal unless jumping out of the game engine is entirely disruptive.
An in-game tutorial is a good idea for lots of games. Sometimes an out-of-game tutorial as a separate program or perhaps a manual and web site make more sense.
For a FPS, stay in the game engine and allow the respwan from there. That's standard. If it's a memory or logic puzzle, then the player shouldn't be allowed extra time outside the level to look at the screen. In a RTS, your game is often over if you've lost, and there's no point to staying in. The choice to kibitz, if available, can be just as effective from a menu as from over the top of your headquarters exploding.
It feels much like many other "Top 10" lists. It feels like it started out strong and was rounded out to finish with mediocre follow-ons. That's a shame, because the title didn't even say anything about 10 things, and the subtitle/synopsis could have left that word out.
Another thing that's a bit silly, but understandable, is the console-specific tilt. I'd say the first 8 features they list make as much sense on the PC or any other platform, but they don't mention that.
There is one of the items I disagree with:
One man's "impossible" is another man's "challenge". Just because it's impossible for you doesn't mean that it's truly impossible. Go check out some Youtube videos of people playing a Bullet-hell shmup on one life. Inspiring feats, to say the least. Yet I know that I need infinite lives to pass these games because I'm simply not that good. Therefore, #8 should really say, "Know thy audience." That way you'll make sure you put the right level of difficulty in the right game.
Javascript + Nintendo DSi = DSiCade
Subtitles for most (if not all) spoken content would be awesome, even better is when it gets kept automatically in an in-game journal as in Deus Ex. This could be considered more accessibility than usability - but it's very nice when you can pull up that critical conversation that you had a few days ago.
This helps solve one of the biggest gaming problems:
"Am I supposed to escort the Foozle or KILL the Foozle???"
If time is put into the cutscenes, make sure we can watch -- and pause -- them. John Woo's Stranglehold for Xbox 360 is an example where this fails. The game claims to be "cinematic." Please, developers, let me watch the cinema even if the pizza arrives during a cutscene!
Let me skip any and every single cutscene/tutorial, but also give me the opportunity to replay them at my convenience.
If I've decided to skip something that actually has important information, or I decide I want to watch something later because I'm in a groove, where is the harm in letting me access it when I want to?
Always let players repeat any cutscene previously viewed. Sometimes they accidentally skip it by slipping and pressing a button, sometimes they want to review a scene for a possible clue, sometimes they just think it looks cool.
Want to improve your life? This guy will show you how!
A good example of piss poor usability in a game:
The Battlefield series.
Fantastic core gameplay. Horrible menu system/options etc. Take 2142 for example. Who's brilliant idea was it to force users to redo their kit loadout EVERY SINGLE TIME THEY CONNECT TO A SERVER. This is shit that is obvious after using the game for 10 minutes. Also how the key assignments for assault rifle and rockets change depending on which team you are playing for. Ummm hello?
I remember reading a quote along the lines of "It's a good thing Battlefield is such a great game because it really blows". This really sums up the dichotomy that is the BF franchise.
- Toby
So if you put a fight in the game that the party is "supposed" to lose, you should either include the option of them not losing or make it a (skippable) cut scene because no degree of interaction from the player is going to change the outcome at all.
Additionally, do not kill members of my party off without giving me some way to rescue them. If I completely dominate the boss that was supposed to beat my party and kill that guy, don't kill that guy.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
#1 - save games automatically - good point. do it. But don't overwrite their last save. Create a new one.
#2 - always say "press any button" to start game. whatever. I'd say its more important to just work with the common ones. Nothings more annoying than games with non-standard or backwards 'menu navigation'.
#3 - go one further - acknowledge left handed players and design a map, sure it won't match every lefties preference but nothing sucks worse than having to remap a game from SCRATCH because its totally unusable for a lefty especially since at this point we haven't played it yet and don't really know which commands are most important, a lefthanded-template to start from would be nice. (This applies mostly to keyboard / PC games of course)
Also let us save and restore our control maps on the fly for crying out loud. More than one player plays the game, and my brother uses some whacky options. And don't lock it up in some player profile we select when we start the game. When I play NFS carbon for example my friends and frequently just hand off the controller between races in career mode, we don't want to each run our own separate career, and we want to be able to swap control preferences easily.
And for those new 'games for windows' that apparently have to support xbox controllers, if i don't have an xbox controller don't effing show me what my control layout looks like on one. And don't prompt me ingame to push xbox controller buttons. (I'm looking at you Lost Planet!!)
#4 - cutscenese - yeah we need to be able to skip them, especially the long one at the beginning, and doubly so for anything we might see -during- gameplay. ESPECIALY the one right before the boss fight that you'll have to redo a dozen times or so. I've given up on games because I couldn't handle the cutscene between dying and trying again. And seriously, get rid of those cutscenese that are 4 minutes long, then require you to manually walk forward 3 feet, open a door, and then launch into another 4 minute cutscene.... that's just retarded.
#5 - good camera controls - obviously
#6 - good controls - obviously
#7 - accessibility options - meh, this is important, but not top 10.
#8 - cheap enemies is an issue. cheap level design is even worse.
#9 - always present in game tutorials - god i hate these. When the first 5 missions of a cmapaign are really the instruction manual/tutorial. Yes, have tutorials in the game, but give players the option to skip the 'learn how to move my units' missions, or set them aside as the "Tutorial Campaign".
#10 - let players in and out of the game painlessly. obviously a good idea.
Most of what the author says is obvious and a waste of page space ("don't ship with a bad camera" uh-huh thanks Capt. Obvious), some of it is of no concern ("press (A) to start" on the title screen is just fine, even newbies aren't that retarded and if they are they have no place using a controller with more than 1 button in the first place), but FREAKING ALL OF IT is written with the attitude of "screw you, game DESIGNER, I am your audience and you will bow to me." That's the mentality of a spoiled little brat. Sure, cutscenes being skippable is a good idea, IF coupled with the ability to go back and re-watch these cutscenes on-demand should you skip one by accident. Because, you know, not ALL of us have the "stop showing me story and character development I wants to mash some buttons NOW!1!" mentality when we're enjoying a video game.
Even though the core *ideas* are generally fine, I wouldn't want this guy designing games for me, ever. The best games come from people who love their craft and the characters and story they are presenting to you, not folks who keep driving home the point of how much they DON'T.
I like basketball!!1!
I just finished Odin Sphere and one feature I liked was the ability to change difficulty at any point. I know this is kinda lame for hardcore gamers, but if you're a real hardcore gamer then you would just ignore this anyway. I loved the game and story, but towards the end there a fair amount of level grinding you had to do. I'm not as young as I used to be and I felt like I had better things to spend my time on, so I just set the difficulty to easy and finished the game. I don't think I would have gotten to the end otherwise, so for game writers who would like their stories to be appreciated by all levels of gamers this feature is a great idea.
People in bamboo houses shouldn't throw pandas...Jesus said that! -Ninja
I'm one of those geeks who actually likes watching cutscenes...the FIRST time. I absolutely hate having to sit through a cutscene - great and wonderful though it may be - for the fifth time because the developer decided to put some difficult boss fight or other obstacle directly after it with not possibility to save. And while we're on the subject of skipping cutscenes, I think it can go too far in the other direction. A couple of times I have been engrossed in a cutscene and I sneezed on the controller and the cutscene ended midstream, cutting me off from important or enjoyable story bits. I also hate it when games don't allow you to pause cutscenes. Blue Dragon and Final Fantasy XII are great examples of how cutscenes should be done. Now if we could just do something about those lengthy battle animations...
Because the office world has taught us that auto-save never, ever ends up writing over data we wanted to keep. Ditch the word "never", let players save when they want to, but also auto-save to a different save file.
2. Always say "press any button" to start a game.
So after years of having to press the Start button, gamers can't seem to remember where that button is located? Weird. What if the main screen has some different options that the player needs to choose? Perhaps the user wants to select a different keymapping (rule #3!)? Wouldn't that necessitate that the press a button other than Start? I always assumed that the wii requires specific button presses to start games so that games don't accidentally start because the wiimote got dropped, etc...
I find it strange that he complains about "17 buttons" on the PS2/PS3 and Xbox.
L1, L2, L3, R1, R2, R3, triangle, O, X, Square. That's ten. Start and Select make 12. The "analog" button isn't used in gameplay, but that's 13. Then what? Counting the d-pad as 4 buttons is silly because in MOST games it, like the joysticks, simply serves one purpose.
Most games ignore L3 and R3, or use it for some function that's tied to the joystick it's on (e.g. using R3 to recenter the camera when the right stick controls the camera).
The start button has done the same thing in every game since the Super Nintendo era, so complaining about it is silly. It's standard. It pauses the game and/or brings up the menu. Period. Select is rarely used and could be gotten rid of. Analog was used on the PSX and some PS2 games for toggling the controller mode (again, standard among every game because it actually applied to the controller), but it had no role in game.
The joystick or d-pad is always used for movement. Granted, some FPS's use the d-pad for things like "switch weapons with left/right and zoom with up/down" in which case it's really two additional functions. (not 4! It's a logical pair and if you know that "right on the d-pad is next weapon" it's obvious that "left on the d-pad is previous weapon"!)
Ultimately, I think the most complicated console game I've played in terms of keymapping are the FPS'es like Timesplitters where all 8 shoulder+face buttons were used and you used the left-right and up-down pairs for weapon swapping and zooming, and the two joysticks did move/strafe and turn/look; making for a total of 12 functions- counting "fire" and "secondary fire" as different concepts.
I don't think 12 functions is too much to expect someone to know for a complicated game.
Compare this to a fighting game, say Virtua Fighter, which technically has an 8-way joystick (or uses the d-pad for 8-way movement) and 3 buttons. Kick, punch, guard. That's simple, right? Well, there's kick+punch, punch+guard, kick+guard, kick+punch, kick+punch+guard, down-forward kick, etc, making for movelists with over 100 commands. Almost every modern fighting game (minus Smash Brothers) has upwards of 50 commands and even Smash Brothers has quite a high number of moves with just "attack, special, shield" thanks to being able to smash them, smash in the air, smash while running, etc.
Shoot, compare it to Nethack, which used nearly every button on the keyboard (lower AND uppercase) for something.
Complaining about console games having "too many buttons" is absurd. PC games are where this "problem" really lies, and if done right (such as Civilization 4- all the buttons were really just shortcut keys to something you could get at through the GUI somehow) it's not a problem.
Granted, if every direction on the d-pad and the 8 general directions on each joystick did different functions that weren't even logically connected, he'd have a complaint, but I'd argue that such a design would be a bad user interface in general because it's not using the expected behavior of the joystick/d-pad.
He's spot on about allowing controller remapping, subtitles for deaf people or kids whose parents make them turn the volume off, forced-death boss fights (I remember one in Chrono Cross where I used a massive number of potions, curative spells, ethers, etc to survive and continually damaged the boss, ultimately giving up and letting him kill me just to see if I was "supposed" to lose it- and promptly reset so I could redo it without losing all the items.)
Also, tutorial levels should damn well be optional. Cutscenes should be skippable (though make it buttonmasher-proof like Xenosaga did) and re-viewable. Not everyone is playing the game for the first time.
I fully disagree with "never ask the player if he wants to save his game", as does anyone else who's ever gotten stuck in Riovanes Castle in Final Fantasy Tactics without a backup save. (Yes, I got through. Yell and Auto-potion are a ridiculous
Care about privacy? Read this!
Note: There are some spoilers here, but only for really old games.
Always been a pet peeve of mine when the story is forced with a battle that you have to lose. I've got no problem with the fact that many games stories are mostly or totally linear. However what I do have a problem with is when they want to do that by putting you in an unwinnable situation. Do better writing instead, don't expect me to play along.
This is especially true because in some games you find that the situations ARE winnable, but then it doesn't work. Deus Ex was like that. There's a situation where you are supposed to either stand by your brother, or try to run away. Either way you get captured. Ok, except that if you are like me and are good at that sort of game, and take proactive steps to defend yourself and don't do things the normal way, you can win.
When I was playing through it the first time I really suspected an ambush there, so I'd gone to lengths to sneak around and plant proximity explosives and was prepped for a fight. Sure enough, you talk to Paul, a fight breaks out. I was ready and took all the bad guys down. However then there was nothing to do, the game didn't acknowledge that contingency. I either had to blow my self up, or go "run away". There was no "You killed the forces that were after you," option, even though it was perfectly feasible to do.
You are absolutely right in that any time you let the player fight, winning needs to be an option. You can heavily stack the deck against them if that's how it is supposed to be, but have the code in there to deal with a win if it happens.
Chrono Trigger did that really right. You encounter the big boss in the game way before the end, and he kills your lead character. However the battle is NOT forced that way. It is how it is going to go the first time you play the game through probably because it is so stacked against you. However, if you went really insane on level grinding, or if you do the "replay the game with your existing characters" mode, you can kill him right there and then, and win the game.
THAT is done right. You have an expected outcome, you stack the deck to try and ensure that, however you have the game prepared to deal with the alternative.
Fast main menu load times. HL2 based games are serious offenders here.
Allow fast alt tabbing. Basically every PC game needs to function like World of Warcraft in "maximized windowed mode" I simply can't stand games that hitch and make your PC nearly freeze for quickly changing to another task while you are playing. LET ME READ THE WEB WHILE YOUR GAME LOADS!
Here's a great article and "game" that I found a while back. The author calls it the world's most inaccessible game where each level breaks a cardinal sin of game design. The designer them goes on to describe how it's broken and how to avoid and fix it in the future. I thought it was a great idea and it applies here.
The site I write for also deals directly with usability and accessibility in video games. I think these aspects of gameplay are often overlooked for various reasons and things like unskippable cutscenes and unskippable story sequences (not necessarily cutscenes but just long drawn out blobs of text - see my First Hour Okami review next Monday) are just plain foolish and obnoxious to the player!
Reviewing just the first hour of video games.
I'd add a major rule, based on my experience with Knights of the Old Republic. After watching my character whip ass in lightsaber duels with poise and confidence, he was suddenly a complete klutz at a particular challenge.
The challenge was the podrace. My character has the reflexes of a trained Jedi; I do not. Yet *I* had to drive the pod with my pitiful skills. My character's 18 DEX was nowhere to be seen.
So the new rule is:
In a game where the action is judged by statistics based on the character's abilities, such as a role playing game, never add an arcade element that depends on the player's abilities. Or more generally and colloquially stated: remember who is in the driver's seat for a particular style of gameplay.
While many points in the article are valid, it fails to discuss that some of their "solutions" have severe negative consequences, which can do far more damage then the original problem:
1) Auto-Save: In Halo this works because you have clear cuts between the levels, so when you mess up the checkpoint you can resume at the start of the level. Other games don't have such clear cuts, so you really don't mess up a users game-state without asking first. Another solution would be to have special auto-save slots beside user created ones or just saving to a new one instead overwriting an existing one. But the good solution depends heavily on the game in question and with a lot of non-linear ones, just letting the user do the saving is still the best, a little auto-saving as backup when the game crashes or such can however always be useful.
2) Kind of a non-issue, if a user doesn't know where the start button is he likely will have huge problems in the game, so just forcing him to look at the controller right at the start doesn't really sound like a bad idea.
3) Remappable controls are nice, but not without its dangers, since in quite a few games you might end up with custom configurations that just don't work for the game and makes certain special moves or combos impossible, something that might be impossible for the player to know right at the start, when those combos are only available much later in the game. I would however still allow it, since without it some input devices might be unusable with certain games. On consoles this is generally a much smaller problem then on PC, since on consoles the games tend to be optimized for exactly that controller, while on PC you really can't know what kind of input one might through at the game. The best solution trouble caused by custom config is of course to have a default config that is so good that the user just doesn't see a need to mess with it.
4) Skipable Cutscenes: Good idea, but can easily lead to people skipping cut scenes by accident, thus missing important pieces of story unintentionally. Solution would be to make cut scenes skipable, but making the skipping hard so that it isn't triggered by accident (i.e. use 'start' instead of 'a', press that skip button twice, require the player to use the option menu for skip, etc.), especially on the first play through. Also cutscenes should be visible from outside of the game if possible, quite a few games already feature a menu option that lets them rewatch past cutscenes, but by far not all.
5) Cameras can get annoying, quite true, so getting them right is important. One thing I am wondering: On a TV/movie set walls are often removed to make room for the camera, allowing the camera to be placed in location that are outside of the room itself and would be physically impossible if the room would be real. Games on the other side basically never do this, instead they let the camera collide with the fourth wall. Any reason for this? Or any games that do otherwise (aside from top-down RPGs that leave away the roof)?
6) Not sure I agree with this, having button that do nothing can often feel wrong and as games aren't designed in a vacuum, but always for a special machine with a given controller, I think the extra buttons should be taken into account. Of course one shouldn't change the game all that much for it, but sometimes non important additional functions can be nice (i.e. in Ico you could zoom onto your character with a button, nothing relevant to the game, but a nice additional function). Ability to quick-change weapons or such can also be done with buttons that don't have any real use otherwise.
7) Speaking about closed captions, turning them of is ok, but nothing that important. What I find much more important is to allow mixed languages for captions and speech, some of the few games that do this are Dreamfall and Fahrenheit, which allow you to independently select language for subtitle and speech. Its a little thing, but its great to be able to play a game in a foreign language and
I'm willing to be compelled to watch the logos, cut scenes, etc...ONCE.
What I do object to is having to watch them over...and over...and over. After I've seen them once, I should be allowed to skip them.
However, there is a reciprocal issue. I want to be able to see any cut scene again if I want to.
I can't think how many times this has happened:
I've finally reached a major cutscene, the reward for the last two hours of play, that finally explains critical plot points.
And the phone rings.
So I hit "start" to pause the game, which works everywhere else in the game.
But because it's a cut scene, it thinks that I want to skip instead of pause.
So now I've missed the cut scene, and the only choices the game offers are to start at the beginning of the next level (missing the cutscene)...or go back to my last save and replay part of the level that I JUST BEAT, just to see the cutscene.
Or sometimes, somebody comes in and interrupts me while the cutscene is running, and there is no way to pause it. And then when I want to go back and watch it without interruption, I find that I can't.
The "skip cutscene" button should NEVER be the same as the button you use to pause the game--and that button should pause the cutscene, just like it pauses at any other point in the game. And if you do somehow miss the cut scene, there should be a mechanism for seeing it again without having to replay the entire level.
1) allow cutscenes to be paused. i hate it when the phone rings in the middle of one and i can't pause it. who knows how many phone calls from hot women i may have missed when i chose to watch the cutscene instead =P
2) allow cutscene skipping BUT don't make it so easy to skip. i hate when i accidentally hit a button and skip a cutscene and all of the sudden i'm in a situation that leaves me with a "wtf?" expression on my face. i think it was one of the xenosaga movies, i mean games, that when you paused the cutscene a little note at the top said "press x to skip" or something of that nature.
i know many people want to be able to skip it very quickly, but you don't want to punish the ones the game was targeted at (those who want the story line). if you want, you could go as far as making it an in-game option to allow quick-skipping or forcing the pause plus an extra button to skip. I think this would satisfy everybody. everybody could set it to what they want.
on a different note, i think saving should be allowed at *any* point in the game. sometimes you just *have* to stop playing but hate it cause you'll lose like an hour's worth of work just because you haven't reached a savepoint yet.
Step 1 to properly enjoying HL2 is to turn of that goddamned scene that loads behind the menu.
I like the idea of this article. I think it would be a good idea to make more that are specific to genres. I'm a hardcore fighting game player and here is a list of things that are really annoying when not followed:
#1 If you want your game to have longevity, make sure you get the best players to spend a lot of time beta testing it. Soul Calibur 3 is a good example of what goes wrong when you don't have good players test your game. There is a character in that game with a move that can instantaneously reverse almost all attacks without risk and leads to a followup that does >50% damage. Most other characters can do a max of 25% after doing a RISKY juggle. Any mediocre player would notice this as a problem immediately. Soul Calibur 3 was popular for about 4 months and then totally died. Soul Calibur 2, which did not have any obvious problems like this, was popular for over 2 years.
#2 Have a great practice mode for the console version. The Soul Calibur 2 practice mode is seriously lacking and there are tons of basics that require another person to help you test. It should be possible to do every basic system feature (rolling, 'tech rolling', laying on the ground and getting up as soon as possible, etc.) without needing a friend to come over. The Japanese console version of Tekken 5: DR doesn't even have a practice mode. When the normal version of Tekken 5 does, this looks like a step backwards and pisses off the hardcore gamers.
#3 Update your game to fix problems. Virtua Fighter 4, the most popular fighting game of its time in Japan, updated its game more than once and fixed a lot of balance problems each time. In the original Tekken 4, the biggest balance issue was a single attack by a character named Jin. Tekken 4 was updated at least 3 times and this attack's properties were never modified. This pissed off the fanbase each time. Tekken 4 is currently ridiculed as one of the worst in the series.
I hate, hate, hate game scenarios where you have to protect (or maybe just want to protect) a supporting character who dies absurdly easily. While I understand that this can occasionally make for interesting gameplay, devs often don't take into account the increasing difficulty levels on games. Watching my NPCs blown to pieces is frustrating, especially when my character is much stronger than anything else on the screen.
I don't care how important you think it is to the storyline. I love the storyline. I think it's grand and epic and really the best thing about your game.
But I memorized it 30 plays ago. You've turned a fun game into a tedious experience because You didn't think anyone would like your game enough to re-install it on a new system. Or maybe you don't even bother memorizing that I've watched it before. Or maybe you think my "new character" is played by a new person, so he needs to see it too. Or maybe you just never thought your game could possibly crash right after a 40-minute character creation process and 20 minute introduction, when the game finally does its actual loading, or saving for that matter.
Your game looks good. My friends tell me it's good. I haven't played it, though. I tried to, but I am not going to sit through that crap again. Maybe your cutscenes are secretly skippable, but if they don't skip by pressing Escape, Spacebar, or Enter, your UI is probably so bad in-game that I would hate it anyway, right?
-- 'The' Lord and Master Bitman On High, Master Of All
I categorically disagree that this is worth talking about.
I agree with the part about cut scenes, but mainly for a different reason. There are many games where one might want to go back and reply a certain part to do it better and when there's a cut scene in the middle, it can be extremely annoying. They can also be annoying if one is playing the game for a second (or third, etc.) time.
Property is theft.
I call this one the "Groundhog Day Effect."
I hate it when a game is clearly designed in such a way that the ONLY way you can learn how to solve a puzzle or beat a boss is to be killed (GAME OVER) and try again from the last save. I don't mind dying from my own stupidity, but the game should be solvable in theory without ever having to back up to the previous save point. There are quite a few games where there was no information available about the solution until after you'd committed the fatal mistake and hit a point of no-return-except-RESET.
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One game that comes to mind is "God of War II". The final scene where you're killing Zeus and you have to do all the random joystick movements and button presses is preceded by a cutscene that you cannot skip. I think the button-pressing is a little arbitrary anyway, but it's not that annoying when spread throughout the game in small pieces and it allows you to still feel like you're a part of the action when your character is doing some heavily scripted and defined things. This particular section was many times harder than any other instance of it in the game, one mistake meant instant death and you were forced to watch that damn cutscene each time you died. I was ready to chuck the game right when I finally got through it, and I was so pissed that I hardly enjoyed the ending cutscene.
That may be true for some games, but not the ones I remember. Battlefield 2 for instance forces you to sit through several logo movies while it is doing absolutely nothing. You can actually mod the game to take those movies out, but then you can't play online because others don't have the same modded game. The lack of the logo movies sped the game up by the duration of the movies.
I will use the web site's feedback form to report the URL of this comment to the game's developers. But in fact, I especially liked the "Low Budget" and "Groovy" variations.
He's spot on about allowing controller remapping, subtitles for deaf people or kids whose parents make them turn the volume off, forced-death boss fights (I remember one in Chrono Cross where I used a massive number of potions, curative spells, ethers, etc to survive and continually damaged the boss, ultimately giving up and letting him kill me just to see if I was "supposed" to lose it- and promptly reset so I could redo it without losing all the items.)
:)
The way this should be done, if you feel you must, is how it was done in Final Fantasy IV (USA II). Cecil, the main character, was on the path to becoming a Paladin. As the last part of the challenge, you face off against Cecil's former self as a Dark Knight, who is extremely strong. The in-game message tells you something along the lines of violence not being the way, and you're supposed to let the Dark Knight beat you, though of course this particular lesson is forgotten as soon as you become a paladin and proceed to use violence to solve all future problems. The catch, though, is that if you decide you want cleanse your soul by kicking your evil self's butt it is actually possible to do so. Which is good, not just because it gives you multiple ways of getting through and not having a ridiculous 'forced' loss, but it also keeps the fundamental morality of the FF world intact: Sure, you can solve some problems without using violence, but all problems are solvable through violence if only you use enough of it.
The enemies of Democracy are
That wasn't so much an issue to me as the huge lack of subtlety between going with the "light" or "dark" side of the force. A little more character-depth would have been nice, as well as more flex in the storyline depending on your alignments.
The problem with "save-anywhere" is it can be abused: you could, for instance, save before you perform an attack in an RPG, and if it misses, reload the save and try again. A lot of portable games get it right, though- a quicksave that lets you turn it off for whatever reason, but automatically erases when you load it. You also have the permanent save at save points, of course.
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Yeah, this is the pits. Final Fantasy Tactics was notable for this (Yardow Fort City- Save Rafa! anyone?) and one trick you could pull was to remove the equipment from one of your characters to make it weaker than Rafa to lure the AI to that character. It didn't always work (depended on what the Ninjas had equipped and throwable) but when it did, Rafa ended up in a relatively safe position and you could deal with the Summoners.
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"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."
A compromise, like in half-life, is to have an interactive cut scene. In these, you can still control your character, but the exterior action is playing the role of a cut-scene. I personally am not a fan of these (I'm on the extreme end of hating cut scenes), but I admit they are better than cut-scenes if the story HAS to be explained.
Considering that two gens before SNES, Intellivision and Colleco both had more than 12 buttons, I find it hard to credit Nintendo for this one. If anything Nintendo delayed the trend by introduding the NES with so few.
WTF, this thread clearly shows who does and doesn't have a life, or a job, or a family or a clue.
Video games are entertainment for me. I am not entertainment for arrogant developers.
in a single player game, its not really that important to stop cheating. i mean, its not hurting anyone. plus, the user is apparently having more fun than they would without cheating (otherwise, they wouldn't do it). who cares if it could be abused. there are plenty of games that have cheat codes put into them purposely because sometimes its fun to be invincible. or sometimes they understand that maybe someone can't get past a certain point and therefore gives them a free pass so to speak. the only time cheating is really important in stopping is in anything that has an online component or competitive component. if they want to save before every punch, let them. to me that sounds like one of those scenarios you don't really have to worry about being abused too much.
1. Never ask the player if he wants to save.
This can be good or bad. It's annoying for the pro perhaps, but for the novice who may not have saved for the past hour, about to go into a tough battle, it could save a lot of frustration. In-game tutorials the 30th time around are annoying too. Perhaps the triggering of both can be linked to a "beginner" switch in the options menu, on by default, but which you can turn on/off anytime.
Saving fills 2 purposes: keeping you from slipping too far back and allowing you to return directly to a particularly fun section later. Perhaps there should be the normal save system, plus one auto-save to save your bacon in case you were lazy and you could choose which to load at start-up. One problem with Enchanted Arms on the 360, each and every save requires navigating menus.. yes I want to save on the hard drive agan, yes I want to use the same file again etc. Any involved save process should be coupled with a quicksave option using the same choices as the last save.
Also, SAVE ANYWHERE. The DS close lid to save function needs to be on everything in some way. Life happens. If the end of a game is 4 back to back boss fights and you've beaten 3 (one of them just barely after MANY retries) you shouldn't have to go through it again after unexpected company (parents, S.O.) stopped you because someone thought it was "more challenging" to not allow saves between these points. Sure it's more challenging. So is randomly remapping keys between levels. It's also stupid and annoying. I didn't pay $60 for a game because I was LOOKING to be in a bad mood... We don't play games in theaters. Interruptions happen.
2. Always say "press any button" to start a game.
Yes. A game is something the user is buying to enjoy, not be maddened by. Maddening challenge you overcome with skill is one thing. Maddeningly bad design doesn't give you a feeling of accomplishment when you overcome it. Like or hate Resident Evil's cylinder control scheme, to most casual players, if you don't move in the direction you press without a DARN good reason, the game is broken.
3. Always let players remap controller buttons to suit their preferences.
Yes. The more complex controllers get, the more this is needed. On the NES this wasn't needed, because seemingly 90% of all games used A for jump and B for shoot. Since almost all games had the same functions, there was no need to move things around. On the Playstation, different games use different buttons for block, attack, magic, menu (no longer just the start button!) etc.
REALLY useful remap options would be, swap any analog stick with the d-pad. Some of us prefer it. Swap the face buttons as a unit with a d-pad / stick. It may reduce control of the player's speed, but that's the players decision. (If they do go from an analog to digital, offer a run/slow button to be mapped in and give them the choice of which is the default) Allow the user to customize the "run" speed in RPGs.
Phantasy Star Online had a WONDERFUL idea letting you use a shoulder button as a shift key to change the functions of face buttons. This should be standard practice. This would be a HUGE improvement to Zelda, keeping more items easily usable at once without forcing the user to keep bringing up the menu to swap items where there's 2 item buttons and 3 items needed.
Non-standard controls NEED an alternative. DS programmers, we're all glaring at YOU! We understand you love the touch screen and mic. We don't love having our screen roughed up, an inerface that blocks our view when our fat hand is in the way of the action, an interface that with one point of contact doesn't allow the control of a gamepad (you may be using 2-3 functions on a gamepad at once) and we don't want to have to keep cleaning spit from the screen as every other game makes us hiss and scream into our DSes. Games requiring screaming are also a bad idea in public... If you want to OFFER an alternative interface, fine. Just don't lock us int
The problem with guidelines (and this has also been recognized with usability guidelines) that designers have a hard time interpreting them since guidelines assume that they have absolute validity yet they are often only applicable in a particular context. Skippable cutscenes, good idea but also a good idea for the first cutscene shown before you start playing the game? There are so many factors involved that determine whether this guideline works or not. A better format (in my opinion) is to use the format of an interaction design pattern which clearly connects a solution to a particular design problem that is valid in a particular context only. I did this for a number of usability and accessibility problems in games two years ago: see my website at: http://www.helpyouplay.com/
...what matters is what you like, not what you are like...
on of the better compromises I've seen is where you can't skip the cutscene on the first viewing but you can on subsequent viewings. few things are more annoying that dying several times right after a cutscene you can't skip.
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You're talking mainly about graphics engines. That's really, really different.
Look at games series like Prince of Persia, Final Fantasy (since 8), Elder Scrolls, hell, even Madden.... Sure, they might leverage some of the older bits, but the games focus as much or more on additional features as they do additional story. Unreal, Source, Quake/doom engines? Sure they got reused, but not for more of the same gameplay with different content.. They got re-used for their ability to push polygons onto the screen, and that's it. It's very unlike how SCUMM, or the like were used back in the day.
I'd like to see game designers have enough faith in their coders and artists to make cutscenes using the game engine itself. There's been a few occasions when I see a trailer full of cutscenes from a game, and be let down by the differences in the engine when I actually play the game itself.
"We are Microsoft. You shall be assimilated. Competition is futile."
Here's looking at you, Black & White/Black & White 2. I hate that when you install it on a PC, it forces you to go through the tutorial (and rubs it in by making the dialogue sound like you can skip it when you really can't) and all cutscenes are compulsory.
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
For the sweet mother of baby jesus, why in WoW in some cases you have to spend 25 minutes(!) flying from one location to another and in the meantime you can't do nothing but look at the same boring scenery you already looked 100 times before?
I never played a game which has so obvious and cheap timesinks as WoW. Non-skippable cutscenes and nag screens are nothing compared to this rip-off.
Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
Install the fucking update. The patch fixing this flaw was released a week after the game, wasn't it?
Or you could remember that Black & White is dumb.
-- 'The' Lord and Master Bitman On High, Master Of All
No, there's no update that fixes that. All versions of the game have done that.
I think the reason is best answered by "EA" as a few other games with the EA tag do it too.
For a site about things like basic rights, Slashdot users sure do like to censor "dissent".