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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. I couldn't agree with TFA more.... by Iguru42 · · Score: 5, Insightful

    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.

    1. Re:I couldn't agree with TFA more.... by surajbarkale · · Score: 5, Insightful

      It's a game not real life. Immersion comes from being able to recreate any moment in the game I want. I can compare this with my style of reading books. I go through it at a high speed marking the places where I would like to spend the time and then read those again just to increase the value.

      --
      With Great Power Comes No Love Life! - Samit Basu
  2. Always let players... by AKAImBatman · · Score: 5, Insightful
    ...skip cut scenes using a non-gameplay key. There's nothing more annoying than missing an important cut-scene because you accidentally hit the Fire button. Especially when the cut scenes intrude on the game suddenly and unexpectedly.

    There is one of the items I disagree with:

    8. Never use insipid, indefensible enemy attacks.
    "It's impossible to get out of the way every third attack!" I shout at the on-screen boss in despair. Ah, the indefensible enemy blitzkrieg. This technique was more prevalent in the age of quarter-munchers where arcade makers needed to extend profits at the expense of cheap gameplay, but any remnants of this move should be completely abolished from interactive entertainment.

    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.
  3. Subtitles! by machinecraig · · Score: 5, Insightful

    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???"