Mit ‘game usability’ getaggte Artikel

DiGRA Panel: Playability and Player Experience Research

Sonntag, 30. August 2009

I am really looking forward to next week because I am happy to be part of the panel about ‘Playability and Player Experience Research’ at this year`s DiGRA alongside with Lennart Nacke, Anders Drachen, Hannu Korhonen, Kai Kuikkaniemi, Wouter van den Hoogen, Karolien Poels, Wijnand Ijsselsteijn and Yvonne de Kort. The panel will present and discuss the current state of playability research, biometrics & player experience, gameplay metrics & player experience and a multi-method approach to measure player experience.

So if you are at DiGRA next week, come and join our session!

Mobile Gaming Devices vs. Public Transportation

Montag, 06. Juli 2009

Gaming devices like the Nintendo DS or the Playstation Portable are designed to enjoy gaming on tour. But how much does the gaming experience on tour (e.g. on public transportation) differ from playing at home? How do the surroundings change the experience? What kind of games or genres are suited best for the mobile gaming context?

To put in other terms: Did you already play Metroid Prime: Hunters on a bus tour? Or tried to master Dr. Kawashima`s Brain Training in a train filled with school kids? Well, I tried both and these experiences lead me to the idea of a short study focused on mobile gaming experiences.

Dr. Kawashima`s Brain Training

Two of our students (Christian & Sebastian) put both the NDS and the PSP to the test: For each console 3 representative games were chosen. All games were played by a randomized group of subjects in a quiet and comfortable home environment and another randomized group during a ride with the bus. We compared the high-scores and the time to reach a certain goal and got some interesting results.

In general, the subjects in the comfortable and quiet surrounding out-performed the subjects in the mobile gaming scenario in all tested games which is likely the effect of the typical enviromental effects of a bus ride like shaking, noises or bad lighting. But the impact of these enviromental effects differed a lot from game to game and that`s why we compared the games and their results among themselves.

Both racing games (Mario Kart & Wipeout Pure) had only a 4% difference in time-to-goal performance while Tetris-playing subjects already differed by 14% between both surroundings; Tekken generated 16% difference. Much more significant differences – even within the game – appeared while playing Dr. Kawashima`s Brain Training: All disciplines generated different performances with “calculation” being the one which suffered the most under the bus ride (+90%), followed by “drawing” lines (+74%) and “memory tasks” (+33%). We also did focus groups afterwards to get more qualitative feedback about the kind of problems the subjects had but i will come back to that later in another short report here at my blog.

What do we learn from this study? Never play Dr. Kawashima on public transportation if you want to lower you brain age. Stick to racers or other button-based games, the touch pen interaction is error-prone if the public transportation vehicle shakes too much. Even more, games which need a specific lighting like Wario Ware Snapped! will work only half of the time. So chose wisely what games you want to take with you on the next bus ride. Sadly, not every game designed for a mobile gaming console works in a mobile gaming context.

E3 2009 Wrap-Up

Montag, 08. Juni 2009

The E3 is back – after a smaller show and lots of criticism in the last year, last week`s Electronic Entertainment Expo was an overwhelming success. Of course, there were tons of games but I am not going to repeat everything that you already heard on all the gaming news pages. As usual, my focus will be on the game interfaces and usability topics of E3. Here we go:

Microsoft`s “Project Natal”
Months before E3 a lot of rumors occured surrounding the news that Microsoft had a deal with 3DV, a small company located in Israel which works on 3D-cameras which will be featured in a new XBox360 addon. Well, these rumors turned out to be true as Microsoft presented the motion-sensing camera technology in their keynote last week. The system is capable of tracking not only the body movement but also the depth of the position of different body parts, enabling the software to use the whole body as an input device. I really like the idea but not being able to test it myself I am still a bit skeptical how precise the input will work and if there are any latencies due to the lack of a haptic input device. I have no doubt that all the sport and mini games will work properly BUT games with the need for very precise and direct inputs (e.g. the demoed racing game) will be a challenge for the technology in my opinion. From what I have seen I expect a similar precision the Wii controls have (what already will be a great success).

  

 

Sony`s Motion-Sensing Tech Demo
Sony showed a tech demo of their motion-sensing controller without giving it a codename. It is, in comparison to Microsoft`s camera-only approach, a combination of camera tracking and controller input. It looks like a Wii Remote with a light bulb on top, working single and double-handed. I was impressed by the very precise movement during the sword fight demo: The presenter was able to manoveur the sword under the chin of a skeleton puppet – a level of accurany the Wii certainly cannot reach – even not with the Motion Plus addon (see the video of the tech demo). According to Sony the first versions of the new nameless interface are already in the hands of third-party developers.

  

Another new piece of hardware is Sony`s PSP Go, the successor of the PSP 3000 which will skip the UMD drive and for this reason will focus on digital distribution. A lot of people hoped to see a second analog stick but Sony stays consistent to the older PSP models with just one of them. 

Wii Motion Plus and Vitality Sensor
Nintendo had no surprising news because they are only a few days away from the launch of the Wii Motion Plus addon. This little addon can be plugged onto the Wii Remote and will provide a more precise detection of movement and alignment of the Remote. Some sad news were that several games which use the Motion Plus turn out to show no considerable improvement according to journalist reports. E.g. first reports from people playing Red Steel 2 sounded a bit disappointing so it is possible that not every developer gets the best out of it or it is no significant improvement over the old Remote.

In addition to the Wii Motion Plus, Nintendo showed also a small piece of hardware called “Vitality Sensor”. It is a small box where you can put a finger into and everyone was sure that this will add up to the sports and fitness games Nintendo is doing pretty well with. 

Summary

To sum it up, it is interesting to see that all big console manufacturers now have their own motion-sensing input devices (which is no big surprise after the success of the Wii and its new control scheme). In the end, the games make the difference and both Microsoft and Sony have to prove that they are able to create great games with their new technologies.

Madworld: Wii have a camera problem

Dienstag, 14. April 2009

Here is my newest ‘game usability problem’: In the last days I played ‘Madworld’ which has really great production values and makes good use of the wii motion controls BUT even after some hours of play I still have problems with the camera control. You run around in a third-person perspective (which is pretty close on Jack, the protagonist) and the camera perspective tends to change sometimes depending on the combo moves and the level design. Hitting a nunchuck button will set the cam straight forward again (see video for some gameplay impressions).

But what I miss is a precise camera control or at least a quick turn-around (like Resident Evil uses) in some situations. Shortly before facing the boss of the first epsiode named ‘Little Eddie’ you encounter a smaller boss mob looking like a footballer with bull-head and a huuuge chainsaw. I faced him at a train platform which creates a long level tube you can run up and down. To get out of his chainsaw range I ran around but I had no indicator how close he was behind me. Trying to use the typical combo stuff like garbage cans at the platform, turned out to be really frustrating cause you never know when the bull is going to hit you from behind. I stopped trying to use combo stuff and ran down the train platform to its end, turning around and waited two seconds till the bull arrived to bring my own chainsaw into play. Well, you can win easily doing so, but I really missed the chance to use the whole combo stuff on him which is an important part of the game.

My first thought: Give me a 2nd analog stick to take a look around while running. But wait – there are already 3rd person games on the Wii where I had no problems with the standard cam. Mario Galaxy pulls the camera very far away from Mario, giving the player enough time to react if something appears in behind. The boost ball sequences of Metroid Prime work very well, too. But I still wonder if the lack of good 3rd person games on the Wii is in consideration of the fact that the console has not enough cpu power to show a rich world in combination with a lot of character animations OR if it is difficult to develop a proper control scheme on Wii Mote and Nunchuck…

I think the problem with the Madworld cam is a result of the combination of several design decisions:

  1. The camera is pretty close on Jack. 
  2. There are several narrow level tubes which often challenge the cam.
  3. Combo moves sometimes change the camera perspective.

As already mentioned, Madworld does a lot of things right but the camera really flaws some moments of the game. Not as bad as the crazy camera in some narrow levels of ‘The Force Unleashed’, but I think both issues are related. I assume that some changes in the level designs could lead to less cam problems but hey, we all know that train stations with spiked trains running through cannot be substituted. 

 

 

 

How to clone a GUI

Freitag, 20. März 2009

Yesterday saw the release of the free-to-play MMORPG ‘Runes of Magic’ and after installing it I gave it a short test run. Anyone who played ‘World of Warcraft’ (WoW) before (and that includes me) will notice that the game looks in many ways like Blizzard`s successful MMORPG. The colourful comic graphics, the avatars and the graphical user interface (GUI) look like the developers tried to stay as close to WoW as they could. Take a look at the screenshot I made during the first minutes of play:

rom

Character portrait, health and mana bars, target info, minimap, chat window, experience bar and the character`s abilities are easy to recognize if you are familiar with WoW. Even most of the pre-defined hotkeys work in the same way.

My first impression: This game is fairly easy to pick up – especially when you are not new to the genre of MMORPGs. I made 4 levels in about 10 minutes of play by killing some creepy fungus monsters and talking to lot of NPCs. As this is a game which shall entertain for days and months, I have to play further to get a better idea of the gameplay and the more interesting features like the hybrid character classes. Till now it seems like ‘Runes of Magic’ is not a revolution in terms of gameplay but for a free-to-play game it looks quite good.

Although, the first minutes of play showed already some downsides of the free-to-play business model: Not enough slots in your inventory? Buy some more. Hey, you have a mount for one day. If you wanna keep it longer, buy one. So micropayment is there from the first minute and it will be interesting to see if you can get around without buying stuff and how the game experience will differ between players who pay for bonuses and the ones who don`t.

How Panda Bears entered the dark future…

Samstag, 21. Februar 2009

After one and a half hour I am THERE. I made it through the crashing Steam platform, several language changes in the options menu and multiple downloads of the same patch. Guess what? It works! My new PC game, Dawn of War II is finally starting. I see the intro! YAY!

Here I am. In the dark future of 40K where humanity faces its final hour. Brutal Orcs, mysterious Eldar and blood-thirsty Tyranids threaten the human empire. There stands my force commander in the darkness of the jungle, surrounded by fog, ready to drain his chainsword in the blood of his enemies in order to defend mankind. I just have to click on the iron-faced campaign button to enter the battlefield. But wait…. first I have to login into the…. Games For Windows Live account…anyway… here i go…

*bling*

In front of the the screen of the dark future opens up a white and shiny pop-up window which tells me I have to create a little Windows Live-something account before I can start… Now a browser window opens to create it. Choose your icon! Would you like to be represented by a cute little panda bear or a sweet little baby duck? Type in your mail address and choose a password. You really wanna take the cute panda? Fiiiine – here you go, back to your dark universe…and, hey, have fun!

*bling out*

dawnofwar_GFW

Eh, yes. Did anyone at Microsoft hear something about immersion? Or usability and consistency? Ok, if I have to create this account so why don`t they use the graphical user interface of Dawn of War instead of this shiny, tiny, whity menu thing? Why don`t they use GUI skins? My Winamp player had GUI skins ten years ago! Why can`t this account creation have these, too?

Let me put this in straight words. It took me 1,5 hours to install this game due to the strange combination of the authentification process via Steam and Games For Windows and several patches. Now, I am in the game and want to play the OFFline campaign and I have to log into a Windows Live account? Now, serious: Am I supposed to have fun?

Listen PC game developers. At my console I have to create an online account once in a lifetime. When I buy a game I throw in the disc. I press play. And I am in the game. Now, tell me again what are you trying to achieve with this funny process for the future of PC gaming?

Btw: Dawn of War II is great fun. But beware: The installation is not.

Anti Game Usability Award 2008

Montag, 22. Dezember 2008

I proudly present: The first Anti Game Usability Award 2008 (AGUA 2008)!

There is no judging panel or academy – it is just me, who gives away this prize. Why? Some games do not only deliver fun but also frustration due to bad interface design or other usability flaws. This prize is dedicated to the worst usability flaw or bug of 2008 and shall be an advice for game publishers and developers to do better in 2009.

The winner of this years AGUA is….SecuRom!

SecuRom is a CD / DVD copy protection product mainly used for windows-based computer games and was originally developed by Sony. SecuRom was one of the most controversial gaming topics in 2008 (and perhaps will be in 2009), because some functions of the software are similiar to malware and users were not always informed correctly that SecuRom was part of the product they bought. Some users reported also major technical issues with SecuRom. Most SecuRom versions force the customer to activate a game via internet to control the numbers of installations. Some versions were even cancelling the installation if the software detected a cd or dvd burning software on the system (Fallout 3). The discussion was amplified by a lot of popular games making use of the SecuRom protection like e.g. BioShock, Spore, Grand Theft Auto IV, Command & Conquer: Red Alert 3 and Sacred 2.

The official reason given by the industry for the use SecuRom is to fight piracy and to prevent games being sold second-hand. But even SecuRom cannot prevent the piracy of a product. Some people even claim that e.g. Spore`s piracy problem is the result of the SecuRom copy protection (Spore was the most shared game on peer-to-peer networks in 2008).

Here is an example of what you have to do, before you can play GTA IV on the PC (Source: www.gamestar.de):

- Licence contract must be accepted.

- The disk has to be in the drive while playing.

- Install SecuRom, DirectX, Microsoft .NET Framework, current service patches for Windows, Games for Windows Live, Adobe Flash and Rockstar`s Multiplayer Software “Social Club”.

- Create user accounts for Windows Live and Social Club.

- Activate the game via Internet.

- Enter 25-digit key.

Congratulations, installation complete :-P

Luckily, I have the console version. So, just give a second – why is the pc market shrinking again? It seems like the gaming industry didn`t learn its lesson out of the DRM problems the music industry had.

There were many discussions going on game magazines and discussion boards wether the use of copy protection software like SecuRom has an impact on game reviews or not. Some magazines and reviews included the copy protection as one of the product`s features, others did not.

In my opinion, the user experience starts with unboxing your game and that`s why the SecuRom copy protection gets the first Anti Game Usability Award 2008. Congratulations! 

In English, please.

Mittwoch, 17. Dezember 2008

From now on this blog will feature articles about game usability written in English . The main reason are some requests I got from people who are interested in the topic but not able to understand what I am writing. Another reason is the interconnectivity with twitter where I will be present with this topic, too. And, of course, this is the opportunity for me to do some English exercises ;-)

Review: Star Wars – The Camera Unleashed (PS3)

Dienstag, 23. September 2008

Ich darf mich ja eigentlich nicht beschweren: Bevor ich mir “Star Wars – The Force Unleashed” für meine PS3 gekauft habe, wusste ich bereits, dass Kamera und Steuerung nicht perfekt sind, da nahezu alle Testberichte dies ausführlich thematisierten. Aber ich habe zwei Ausreden für meinen Kauf: 1. Ich habe nur 35 € dafür gezahlt (Dank der Duisburger Saturn-Eröffnung). 2. Es ist ein Star Wars-Spiel!

Das Positive vorneweg: Das Spiel sieht (fast) immer toll aus. Die Charaktere sind cool und die Story gelungen. Und, hey, ich kann Darth Vader spielen (jedoch leider nur im ersten Spielabschnitt). Allerdings ist die Kamerabewegung – oder besser: die nicht vorhandene Kamerabewegung – in vielen Fällen extrem nervig. In großen Arealen und Räumen mit Angreifern von mehreren Seiten verliere ich regelmäßig die Übersicht und versuche mich notgedrungen am Laser-Sperrfeuer zu orientieren, anstatt durch die Charakterbewegung die Kamera so zu drehen, dass ich einen besseren Überblick erhalte. Die manuelle Korrektur des Kamerablickwinkels ist nur manchmal hilfreich, aber in jedem Fall ein unnötiger Zeitaufwand. In engen Gängen macht die Kamera aufgrund des geringeren Spielraums noch mehr Probleme. Gut das ich ein Jedi bin und automatisch viele der auf mich gerichteten Schüsse abwehre. Ansonsten gäbe es vermutlich noch mehr Frustmomente ;) Komisch – in Spielen mit ähnlichem Leveldesign, wie “Heavenly Sword” oder der “God of War”-Reihe funktioniert die Kamerabewegung und -steuerung deutlich besser.

Die Machtnutzung ist, wie der Titel des Spiels erahnen lässt, ein Kernelement des Gameplays. Theoretisch zumindest, denn in der Praxis ist es zwar echt cool Sturmtruppen mit Kisten wegzukegeln, jedoch gerade bei zeitkritischen Passagen oder sehr mächtigen Gegnern greift man lieber auf das zuverlässig reagierende Lichtschwert zurück. Denn die Selektion der Gegenstände in Verbindung mit den Machtkräften ist sehr sensibel und nicht immer ganz fehlerfrei – was in hektischen Momenten leider häufig ein Ausschlusskriterium für die Anwendung dieser Spezialfähigkeiten ist.

Für knapp 70 € fällt das Spiel relativ kurz aus (ca. 8-10 Stunden Spielzeit) und besitzt einige unnötige Frustmomente. Dennoch ist es ein sehr stimmungsvoll inszeniertes Star Wars-Spiel, welches Fans des Universums sicherlich begeistern wird – alle Unentschlossenen sollten sich aber die Demo anschauen, bevor sie überlegen zuzuschlagen.

Book Review: Game Usability (Isbister & Schaffer)

Freitag, 19. September 2008

Hey, ein Buch zu meinem Blog! ;-) Das Buch “Game Usability: Advancing the Player Experience” von Katherine Isbister und Noah Schaffer ist ein Sammelwerk von Artikeln verschiedener Autoren, die sich zum Einen theoretisch mit den Grundprinzipien der Game Usability auseinandersetzen und zum Anderen mit den entsprechenden Evaluationsmethoden. Letzterer Part bietet für Leute mit einer gewissen Grundkenntnis im Bereich des Usability Engineerings nicht viel Neues: Von der heuristischen Evaluation über Think-Aloud bis hin zur Psychophysiologie werden unterschiedliche Untersuchungsmethoden und ihr vorrangiger Anwendungshintergrund beschrieben. 

Hinzu kommen einige Interviews mit Koryphäen der HCI-Community und der Spieleindustrie. Don Norman (Autor des Buchs “The Design of Everday Things”) ist mit z.B. mit an Bord und berichtet, warum er den Ansatz des Usability Engineerings im Bereich digitaler Spiele für unpassend hält. Wie es sich jedoch meist mit Interviews bekannter Leute verhält, wird auch leider hier nicht viel Überraschendes oder Substantielles vermittelt. 

Das Buch richtet sich in erster Linie an Entwickler, die bisher nur wenig oder gar nichts mit dem Thema zu tun hatten – für Fortgeschrittene ist der Nutzwert daher geringer, da einem viele Dinge schon bekannt sein dürften. Für den Preis von etwa 35 Euro erhält man ein solides Buch, dass sicherlich nicht den Anspruch hat die Forschung in dem Bereich voranzutreiben, aber einen guten Überblick über praxisnahe Anwendungsfelder liefert und gerade für den Einsteiger viele wertvolle Informationen bietet.