Fortunately, some game developers recognize these
problems during development and as a result solutions to such usability
and accessibility problems can be found in existing games. For example,
when a player has to wait for a Flash game to load because the Flash
file is large or the player suffers from a low bandwidth connection,
the game can offer up a small mini game while the player waits. The
player still has to wait but at least he can do something in the
meantime.
The original Half Life was criticized for not offering subtitles, something Valve
studios was not aware off during the development. Since then Valve has
closely worked together with the deaf gamers community. Half Life 2
features subtitles that allow a deaf player to understand what is said
in dialogues. An even better solution is to add closed captioning
which allows a deaf player to hear ambient sounds such as gunfire or
the footsteps of someone sneaking up from behind, which is exactly
what is offered in Half Life 2 as an addition to subtitles.
Unfortunately not all games
have these solutions; if applicable in their context, and as a result
usability and --more commonly-- accessibility problems can be observed
in games. A usability problem affects any player so most game
developers make sure that their game has as few usability problems as
possible, however the nature of game development often prevents
thorough usability testing during the later stages to meet deadlines
and ship products. Accessibility problems are more common.
There is little incentive for game developers to make games more
accessible, the target population is small, developing games is very
risky and costly and given the pressure of deadlines and shipping
products, this leaves little room to experiment on what exactly would
make a game accessible. There are no accessibility guidelines for games
similar to the W3C web content guidelines that can guide developers
into building accessible games.
Game designers need effective and usable tools based upon proven
knowledge of design. If we can capture, what is considered the “art” of
good game interaction design, and share this knowledge between
designers, game interaction design can be made more accessible to
inexperienced designers; minimizing the risk of building a game with
usability or accessibility problems. If we look at particular
usability/accessibility solutions in detail e.g. at the specific
implementation, it will allow us to identify and describe the effort
associated with implementing it.
This would help better
inform design decisions with regard to making games more accessible or
usable. If implementing closed captions is 3 weeks of programming
effort for one programmer, does that outweigh being able to sell ~1.2
million more copies of your game (it is estimated that 3 million people
in the US are unable to hear , and an estimated 40% of the people play
games).
The problem is how can we describe such solutions so they become usable design tools for game developers?
3. Capturing design knowledge
Traditionally best practices concerning interface/interaction design
have been captured by means of guidelines or heuristics such as
Nielsen’s heuristics or the W3C web content accessibility guidelines.
The purpose of guidelines is to capture design knowledge into concise
small rules, which can be used to inform interface and interaction
design.
Attempts to capture design knowledge have been made with regard to game
interaction design. Houser & Deloach present seven principles for
effective game design. Melissa Federoff has looked at how existing
usability heuristics such as proposed by Nielsen apply to games and a
set of 42 game heuristics is proposed. These guidelines specifically
focus on usability issues and are different from attempts to describe
game play such as Noah Falsteins 400 project.
Problems with heuristics
Guidelines are useful for requirements specification but if we look at
their usability as a design tool some shortcomings have been identified
by Welie with regard to selection, validity and applicability:
Guidelines
often suggest a general absolute validity but in fact they can often
only be applied in a specific context. For example Federoff specifies “The game should have an unexpected outcome” which makes sense and works for an adventure game but does not apply to arcade games such as pong.
It is often unclear what the problem is the guideline actually tries to solve and why. Federoff specifies “Players should be able to save games in different states” but
it does not explain what usability problem it addresses and why the
proposed solution would work and how it can be implemented.
Compacting design knowledge in small concise rules has the obvious
problem that you end up with a lot of rules in order to describe
everything. A large number of guidelines makes it hard for a game
designer to select the right rules and worse the lack of context makes
certain guidelines contradict with each other. For example, “The game should have an unexpected outcome” and “there should be a clear overriding goal of the game presented early” might possibly conflict.
Design tools should first and foremost be usable. We need to be able to
tell the designer exactly when to apply the solution, how the solution
works and why the solution works. A requirement specified as a feature
such as “closed captions” is much easier understood and implemented by
a developer than the abstract guideline “Provide a text equivalent for
every non-text element” it embodies. The usability and accessibility
problems that we have identified are contextual; I propose to use
interaction design patterns for capturing design experience, as this
offers a much richer description format and hence is more useful and
usable as a design tool.