Why Nathan Drake’s latest adventure isn’t as much fun as it could have been: Golden Abyss Review (PS Vita)

After spending some quality time with Nathan Drake in his latest adventure called the “Golden Abyss” on my PS Vita I am double-minded how to judge this game. It is one of the best looking games on the Vita and catches a lot of the atmosphere of Nathan’s adventures on the PS3. I also like the shorter episodes, which work very well being on tour.

But there are some things, which really got me frustrated and I am looking especially at you, mini-games. To those of you who haven’t been in touch with the game: There are several mini-games like shooting photos, cleaning items or tracing stone markings on paper. Most of these games force gamers to use the motion or touch controls and it’s not difficult to imagine how these mini-games made it into the game, considering the fact that Golden Abyss is one the main launch titles for Vita and here to show the full potential of the console. The idea may sound right to introduce the different input methods by mini-games but most of them are dull and repetitive or suffer from inaccurate controls. In addition, there is some much stuff to collect (and to miss) in the levels, it’ll be too frustrating for most players to collect everything to unlock the correspondent trophies.

The mini-game I probably find most frustrating is cleaning-up the archaeological items you find. You have to use the backside touch of the Vita to rotate the item and the front touch controls to clean it. Sadly, the developers implemented a spherical model, which is quite difficult to control. I often find myself making random inputs on the backside touch controls after I lost control of the rotation. The cleaning gets even more frustrating because the texture size you have to clean with your finger movement is often a bit larger than the model shown on the screen, which leads to random cleaning moves on the front screen because the visualization says you’re already done.

In addition to the mini-games, some flawed controls can be also found in the main game. Balancing on a stem with the accerelometer or performing swipes on the touchscreen during close combat make me feel like playing one of the cheaper smartphone games with a lack of precision. This wouldn’t bother me that much if those were optional controls but sadly they’re the only way to interact with the game in this situation.

Still, Golden Abyss is a good game but I could have been much better without the mini-games and if the developers decided not to throw every potential way of interaction of the Vita into the game with no alternative input options.

Play-Personas in Battlefield Bad Company 2


At our research group at the GTCC.NRW a team of students conducted a study within a research project in order to identify play-personas in the first-person shooter game Battlefield Bad Company 2 (BFBC2). Based on the play-persona classification by Nick Yee the students created a questionnaire and asked the participants for their player ID in order to align the metrical data of the Battlefield Bad Company 2 stats website with the questionnaire results. We identified the achiever and socializer play-personas within BFBC2 and created a website plug-in, which players can use to visualize the stats behind their play-personas.

The website presenting the results of the study is now online, together with the persona visualizing tool, which gives you the opportunity to predict your play-persona in BFBC2. In addition, the website features further resources and links:

BFBC2 Play-Persona study and data visualization

Everything’s better with lasers…?! My first weeks with SWTOR

I spent some quality time with Star Wars: The Old Republic during the past weeks and want to share some thoughts on Bioware’s fresh-faced MMORPG. Although I did not expect a revolution of MMORPG game design, I was surprised that Bioware took very little risk by sticking to many well-known and established MMORPG standards. On the other hand, Bioware did a great job of capturing the atmosphere of the Star Wars Universe. Sound, art and character design are top-notch, although the texture quality is some years behind. Another thing that bothers me is that in the vast openness of the galaxy, the space combat runs on rails (here’s my hope that Bioware will release a full-fledged space combat add-on).

Surprisingly, Bioware did not so well with the whole graphical user interface (GUI). There are only a few options to modify your GUI, but it is far away from the freedom of interface modifications within games like World of Warcraft. That wouldn’t bother so many players, if only Bioware delivered a great GUI right from the start. Here are some examples for what went wrong:

The sum of your characters’s and companion’s actions grows fast and with them the need to organize all the fancy little icons across the screen. With only three control bars on the left, right and in the middle, Bioware offers only little room for placing all those action icons or additional items like medipacks. Especially the companion’s standard interface is far away from being intuitively understandable and easy to control.

Several pop-up menus like the inventory or the skill trainer options feature tabs, which can be found at the bottom of the pop-up window and not – as most users would expect them – at the top. Futhermore, they are comparatively small, with a dark font (cause it is a deactivated tab, right?) on a darker background and for this reason quite difficult to spot. It took me 10 minutes of searching and asking other players to find the mission items in my inventory (which have their own tab).

Another flaw is the button for leaving a flashpoint (instance) – it’s so tiny, that I wouldn’t have registered it without the help of my guild mates. The beauty of an MMOG is that you can ask people if you do not find the right button or option (which people do a lot in the general chat), but especially for MMOG newbies it would have been helpful to provide a more intuitive GUI.

But there are also some interface improvements in comparison to other MMORPGs. I really like the vertical beams of light, which direct you to the NPC’s loot.

After some weeks with SWTOR I have mixed feelings about the game. On the one hand I really enjoy the whole Star Wars atmosphere, the great character and art design and the dialogues. But on the other hand the characters and dialogues cannot draw off the attention of the fact that this a standard MMORPG that has a lot in common with the last generation of MMORPGs – except the great Star Wars license. In addition, the interface is neither intuitive enough for beginners nor offers enough modification options for experienced players to adapt their interfaces to their play style. Hopefully, Bioware will fix this soon – because if there is one further common ground in MMORPGs, it’s the regular updates.

In the grim dark future is only war… and annoying grenades?

Last weekend I played through Warhammer 40K: Space Marine on my PS3 (yeah, I know I am bit late with that one). First I have to admit that I always enjoy visiting the Warhammer 40K universe with those fancy space marine servo suits, orks in space and the over-sized weaponry. Sadly, the story and the dialogues are completely forgettable and the game would have been more enjoyable with a bit more variety within the level and art design.

But we’re in the grim dark 40th century and looking for some action, right? In most cases you start approaching the enemy’s forces by some short-range shooting with your guns but end in close-combat surrounded by a group of enemies. That’s not only because your Space Marine rocks in close-combat but also due to the fact that the only way to regenerate health is dropping finishing moves on your enemies at close range.

Sometimes the third-person camera comes so close to your servo suit hero that you have to manually zoom out, while bashing buttons or continue bashing buttons and pray to the emperor that you’ll hit some foes. You may get used to this issue, but close-combat has a much more serious problem. If you’re starting a finishing move a fixed animation starts and will last some seconds with optional quick-time event button pressing to overwhelm your combatant. During this fixed finishing scene no other enemy can touch you in close-combat, which works similar to the quick-time events and finishers in God of War or other hack’n slay games. I am ok with the fact that other enemies can shoot at you during the finisher, but which really annoyed me was the fact that – especially later on in the game – there was a high chance that someone would throw a grenade right to your feet during the finisher phase. You see the grenade landing nearby, hear the warning – and can do absolutely nothing. Neither can you stop the finisher nor can you kick back the grenade or evade it. You just sit there and watch your Space Marine die. Dear Relic Entertainment – why not include another quick-time event to add a chance to escape this situation?

Shooting works out pretty fine until you come across a stationary weapon that is even larger than your super-sized weapons you already carry around. To use the weapon you have to approach the weapon and press a button, which shows up when you stand in the right area of interaction. Sounds pretty easy. But the tolerance for the area of interaction seems to be pretty small, so I often walked back and forth several times to exactly hit the right spot in order to use or rip-off the super-sized weapon in front of me (ripping it off is always better to keep moving and make a use of cover). Being veteran gamers we all know that big guns are there for a reason (e.g. large waves of enemies or boss fights) and that’s why it is a frustrating experience when you approach the weapon and cannot use it immediately because those enemies won’t wait until you are ready. Come on, Space Marines are not known for their fine motor skills, so why do I have to take several attempts to use the big guns?

That said, Space Marine delivers great combat action but it would lead to less frustration if someone would have taken care of these issues.

Call for Papers: Entertainment Interfaces 2012 at Mensch & Computer, Konstanz, Germany

For the third time the Entertainment Interfaces track will take place together with the German HCI conference Mensch & Computer and the German Usability Professionals (UPA) track.

The track “Entertainment Interfaces” offers researchers, developers and designers a platform to present innovative ideas in the area of interactive entertainment with a focus on interaction in games and other entertainment products and to discuss design challenges and the evaluation of entertainment interfaces. The aims of the track are to strengthen the awareness of the relevance of user-friendly and innovative interfaces for entertainment applications in the research community and in the public, to encourage the research activities and the education in this field, and to foster the knowledge transfer between researchers and developers. We like to emphasize the interdisciplinary background of the “Entertainment Interfaces” track and welcome contributions from the areas of computer science, psychology, design and engineering sciences as well as contributions from developers and designers working in the field of interactive entertainment.

Important Dates

  • 18. March 2012
: Submission deadline for full papers, demonstrations and posters
  • May 2012: Notification of acceptance
  • 15th May 2012: Start of conference registration
  • 17th June 2012: Deadline for workshop papers
  • July 2012: Notification of acceptance for workshop papers
  • 27th July 2012: End of early-bird registration
  • 2nd September 2012: End of online registration
  • 9.–12. September 2012: Conference in Konstanz

For more information please visit the conference track website.

Call for Submissions: International Conference on Entertainment Computing 2012 at Bremen

CfP: 11th IFIP INTERNATIONAL CONFERENCE ON ENTERTAINMENT COMPUTING, 26-29 September 2012, Bremen, Germany

The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops. In addition to regular scientific contributions we encourage contributions specifically for and by the industry that will be presented in a dedicated session. Papers will be published via Springer and archived in the SpringerLink digital library.

IMPORTANT DATES

March 10th, 2012 Workshop proposal submission
April 1st, 2012 Full/short paper submission
May 20th, 2012 Notification for full/short papers
May 30th, 2012 Poster/demo/installation/doctoral consortium submission
June 15th, 2012 Notification for posters/demos/installations/doctoral consortium
June 22nd, 2012 Camera ready submission (all submission types)
Sep. 26th-29th, 2012 Conference at University of Bremen, Germany

Further information about the submission types and topics can be found on the conference website.

Game Innovation Show @ 7th Dec, Mülheim/Ruhr

On the 7th of December the Game Technology Competence Center (GTCC.NRW) and the Game Development Initiative Ruhr (GDI.Ruhr) invite you to the Game Innovation Show, which takes place at the Games Factory incubator at Mülheim an der Ruhr.
The exhibition will feature game projects, innovative technology and research results from scientists and students of the Unviersity of Duisburg-Essen presented with live tech demos and/or posters. Instead of listening to talks or presentations, the visitors are encouraged to move freely through the exhibition and get in touch with the scientists and students and to learn more about their projects in a face-to-face conversation.
The show will feature demos and posters within the areas of serious and health games, 3D gaming, innovative user interfaces, user participation tools, authoring systems for the interactive digital storytelling as well as studies about user experience and effects on gamers.
The Game Innovation Show aims at game developers looking for innovative ideas and new research findings or who are interested in collaborations with the University of Duisburg-Essen; as well as students and researchers within the area of games research.
The show takes place at the 7th of December from 11:00-15:00 at the Games Factory Ruhr, Kreuzstrasse 1-3, Mülheim a.d. Ruhr. Please register by e-mail: joerg.niesenhaus[at]games-ruhr.com

Looking for German Battlefield: Bad Company 2 Players

We are currently looking for German-speaking Battlefield: Bad Company 2 players, who are willing to take part in a short online questionnaire. The study is focusing on the play style of first-person shooter gamers and is NOT yet another questionnaire about aggression etc.

If you play BFBC2 on the PC, PS3 or XBox360 please feel free to take part in the study. Here is the link to get started:

Battlefield: Bad Company 2 Study (German only)

CfP: Workshop on ‘Creating Digital Games for Elderly Players’

1st International Workshop in conjunction with Entertainment Interfaces Track, Mensch & Computer 2011

Chemnitz, Germany, 11th-14th September 2011

WEBSITES:
Conference website: http://english.uebermedien.org/

SUBMISSION DEADLINE:
20th June 2011

WORKSHOP DESCRIPTION
Digital games represent a popular leisure activity among large parts of the population, and an increasing amount of casual and social games aims to include new target audiences such as adult gamers. Research results imply that an increasing amount of adult players regularly engages with digital games (Grüninger et al., 2008). Moreover, case studies suggest various positive effects of playing digital games on elderly persons, e.g. regarding the overall emotional well-being (Jung et al., 2009) and a reduction of the depression risk (Rosenberg et al., 2010) among institutionalized elderly. Furthermore, first attempts towards the integration of digital games as leisure activity at nursing homes show a generally high acceptance of entertainment technologies among senior citizens and imply that digital games have a potential of fostering social interaction as well as physical activity among elderly (Ulbrecht et al., 2010).
However, initial results also suggest that commercially available games are not fully accessible to senior players and that the creation of games specially designed for elderly is necessary (e.g. Hanneton & Varenne, 2009). First efforts regarding the creation of senior-friendly game concepts date back to the 1980s and 90s (Weisman, 1983; Whitcomb, 1990). Recently, this issue has been addressed by academia through the examination design of requirements and game design opportunities for elderly (Gamberini et al., 2006; Ijsselsteijn et al., 2007) and the creation of design guidelines for particular game genres such as health games (Flores et al., 2008) and exertion games (Gerling et al., 2010). In addition, recent national and European activities such as Ambient-Assisted Living (AAL) have strengthened the links between research and application in academia and industry.

WORKSHOP GOALS & TOPICS
To encourage existing efforts towards the introduction of digital games to elderly citizens and the creation of senior-friendly games and interaction concepts, this workshop aims to bring together practitioners and researchers to discuss existing issues regarding the use of digital games among elderly persons and to initiate further cooperation between industry and academia. The workshop organizers are currently involved in a number of related projects, such as the Games Development Initiative Ruhr(GDI-Ruhr) and the European AAL-JP FoSIBLE (Fostering Social Interaction for a Better Life of the Elderly).Topics of this workshop include the following areas of research and industry efforts:

  • Entertainment interfaces for elderly persons including experimental hardware such as tangible interfaces, gesture-based input, touch interfaces as well as regular input devices, e.g. mouse, keyboard or remote controls. Furthermore, we welcome reports on the integration of commercially available gaming hardware such as Microsoft Kinect, Playstation Move or the Nintendo Wii Remote.
  • Accessibility and usability issues when designing for the elderly with a focus on (game) interfaces and the creation of usable entertainment technology.
  • Social aspects of digital games for elderly audiences: Networks and communities, approaches towards remote and local multiplayer games for senior citizens, integrating entertainment technology to foster social interaction.
  • The exploration of intergenerational game concepts allowing for joint interaction among seniors and children with a focus on the design of interaction paradigms suitable for all audiences.
  • Game design opportunities including serious games, games for health and general well-being, e.g. cognitive or physical training and rehabilitation for elderly people. Of interest are game design concepts as well as demonstrations of game prototypes.

IMPORTANT DATES
20th June 2011:  Submission deadline
7th July 2011:  Acceptance notification
22nd July 2011:  Camera-ready version
11th – 14th September 2011 Half-Day Workshop (TBC) in Chemnitz, Germany

SUBMISSIONS
We encourage the submission of position papers including case studies and system demonstrations, user studies and evaluations, reports on industry efforts or field reports of practitioners working with elderly. (Detailed instructions and templates can be found on the workshop website, please contact the authors for further information)
Accepted papers will be published in the joint workshop Proceedings of Mensch & Computer 2011. Papers should be submitted in both editable and print format (e.g. DOC & PDF) to the workshop organizers by e-mail: games-workshop-2011@fosible.eu.

ORGANIZING COMMITTEE
Matthias Klauser(1), Kathrin Gerling(2,3), Jörg Niesenhaus(1) and Steffen Budweg(1)

1 Interactive Systems and Interaction Design, University of Duisburg-Essen, Germany
2 Entertainment Computing Group, University of Duisburg-Essen, Germany
3 Interaction Lab, University of Saskatchewan (Canada)