Andre Gagne's Blog
An aspiring graduate student of game design at Simon Fraser University.
A quick summary of my feelings and observations on FF13's combat
My previous blog post seemed to have been interpreted as a heuristic analysis. In this one I perform an actual heuristic analysis and offer up my own edition of the scanning system.
In this post I will humbly offer a simple heuristic for improving control schemes in video games.
Andre Gagne's Comments
[News - 04/11/2013 - 09:55]
What he 's saying is ...
What he 's saying is that although that is true, the developer needs to develop to the lowest common denominator 32 bit DX9 . r n r nUpping the minimum requirement for RAM beyond 2 GB only doable in 64 bit will diminish the need to use the swap for ...
[News - 04/09/2013 - 08:07]
Just an FYI. Focus-testing is ...
Just an FYI. Focus-testing is an overly misused and abused term I have seen it used for Focus Groups, playtests, and usability tests. Please stop using it. r n r nThe proper term in this situation was Focus Group. Thanks
[Feature - 01/23/2013 - 04:15]
I agree with your best ...
I agree with your best practices as they are mostly from the ISO standard on usability testing. I do have several other questions and comments though: r n r nObservation: It appears that you are combining survey/attitude methods and observational studies having a survey but then using a think-aloud protocol ...
[News - 02/15/2011 - 07:09]
[News - 01/24/2011 - 11:26]
The solo players will usually ...
The solo players will usually quit once they've burned through the single player content it's called churn . People playing in groups are repeat customers social forces keeping them in . You don't get 12 million active players by solo content alone...
[News - 01/06/2011 - 05:11]
Good point, Not to try ...
Good point, Not to try and put down Turbine but tripling is a lot easier if you weren't making that much to begin with... As to whether or not they're at the point of sustainability or profit is more interesting to me... What about churn or return rates of players