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'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"
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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.
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.
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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?
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?
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
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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.