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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?

4 of 305 comments (clear)

  1. Yes, but.. by \\ · · Score: 4, Interesting

    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?

  2. I'd Include by Greyfox · · Score: 4, Interesting
    Never throw the player into a boss fight they absolutely can't win. The JRPGs in particular are fond of making you fight a boss early on in the game with absolutely no possible way you can win. It's annoying and unnecessary to do so. It's strange how this is handled with varying degrees of competence in the same game. Suikodan III, for example, lets you level up early on and win several of those fights you're supposed to lose. One of the characters will call you a cheater if you beat him. Later on in the game though you fight a duel with a guy and it's impossible to win it.

    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?

  3. The KoTOR Scenario by GMFTatsujin · · Score: 4, Interesting

    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.

  4. Re:I couldn't agree with TFA more.... by xouumalperxe · · Score: 4, Interesting

    I was about to bring up nethack myself. The trick is how you look at the game. I'll give you a moderately similar example -- chess.

    The first few games of chess you play, you'll get your arse handed to you in a platter within 10 moves. Then you start making sense of how to protect yourself from elementary attacks, and you get owned after, say, 20 moves. Then you actually start getting the hang of the early game, and can keep yourself alive for long enough to see the mid-game. At this point you might even win a few matches, get a few neat combo plays, whatever. Etc. etc. etc. Anybody who ever got into chess knows what I'm talking about.

    The key issue here is how the game is designed. Some games (JRPGs come to mind) are meant to take you through one looooong, mostly linear, trip. Replay value is either nil, or limited to a few different endings, and there's no real reward for playing it much more after you've cracked all the secrets and explored all the finales. So you save and you save and you save yet again, trying to keep your options open, so you won't have to go through 20 hours of gameplay to change the course of that one decision you made that killed off half the game world or whatever. Other games, like Tetris, Chess, Checkers, etc are oriented towards playing loads of individual matches. As a learner in chess, you might want to take back a play or two to explore different angles and as a learning experience, but mostly these games are made of having a very real chance to lose. How quickly would chess become BORING as hell if you were allowed to backtrack all your mistakes once you found out they were wrong? Such a game model should give the possibility to adjourn the game, but never, EVER to allow you to actually backtrack without consequences.

    Nethack clearly fits into the category of games where you can play through the game several times in one day, and the focus is on playing loads of individual games, not on progressing in one long thread of gaming. So having only the option to adjourn the game is the way to go.

    Since we already have nethack up, let's measure it against these usability rules!

    1. Nethack never, EVER prompts you to save. You either go on playing, #quit, die, or type 'S' to save (and adjourn the game)
    2. After asking you a few questions about your character, Nethack gives you a short message and prompts "--more--". Sure, it's not "press any key", but both space and enter, the biggest keys on any reasonable keyboard, will proceed forwards. Not perfect, but hardly the worst ever
    3. Nethack doesn't let you remap the controls, other than choosing between two basic layouts, whichever is most appropriate for your keyboard. It also has the most extensive key list ever, but at least all the actions are bound to sensible keys, and there's nothing you can do (other than movement) that can't be cancelled, so you'll never get really hurt by missing a key. All in all, bad, but not the worst
    4. Cutscenes? No dungeon crawler worth its salt has cutscenes. Next!
    5. Top down camera that always shows the totality of the level you're in. If your character knows it, you can see it. It's primitive, but once you think about it for a few minutes, it's actually one of the best interface design choices ever.
    6. Nethack uses loads of keys because it needs to. The alternative is making it much more verbose and difficult to play. But I'll grant you that using every bloody letter in the keyboard is pretty hardcore, so no cookie here.
    7. I don't really think accessibility even applies to nethack, so I'll skip this one.
    8. Unbeatable opponents? Now *this* is one of the game's crown jewels. There might be some pretty close to impossible monsters, but you can get out of most situations if you play your cards right. In fact, that's what the game is all about.
    9. In-game is actually pretty good: simply pressing '?' will result in you being given help on mostly anything that you're not supposed to learn through playing,