|
What we found
Anyone who spends time with a group like this (from any demographic) quickly warms to their concerns. Hurdles to enjoyment are painfully apparent, as they wrestle with ill-conceived design decisions.
But successes too are magnified, justifying all those hours of deliberation over control mechanics. For the group we have today, the following ten issues were observed to be of the most frequent or greatest concern.
1. Quick Start
The energy in the room took a real dive each time we swapped games. Our parents were surprised by the amount of time before they could actually play the games.
Cars, for instance, insisted on a drawn-out tutorial before we could drive ourselves. This was often exacerbated by long or unskippable cutscenes. The children in the room soon started to make their own fun (much to the parents' frustratifon) whilst the games simply missed their window of attention while they were getting started.
2. Safe Saving
Being forced to replay previous sections of games just because they hadn't manually saved was a major irritation. Whilst the younger players seemed less fazed by this repetition, the older folks in the room found this most frustrating.
The linear levels of Ratatouille were in the spotlight here, often forcing family groups to repeat the same ground a good six times before they were able to progress. On more than one occasion this precipitated them walking away from the game altogether.
3. Friendly Controllers
Complex button combinations also led to much aggravation. The controllers which in experienced hands seem the very symbol of accessibility, in the hands of our families became strange and multifaceted artifacts -- alien and unwieldy in the hands of these novice players.
The children in the group had the added challenge of stretching their smaller hands around controllers to reach the triggers and buttons. To them the joypads looked much like the ill-advised and massive original Xbox controllers, before Microsoft saw sense and produced the smaller version.
We have children's pens, scissors and cutlery; why not have smaller child-friendly versions of controllers too? The Wii-mote was easier to handle, although its badly-labeled buttons were initially confusing to our players.
4. Safe Controls
Most games took only a few misguided presses to dump the player unceremoniously back to the title screen. Our gamers all seemed able to hit these combinations with surprising regularity.
Before they had twigged what was going on, the game had been quit and they were back at square one. Surprisingly, this was a particular problem with the Wii. Younger players' fingers often seemed to stray to the tempting red and white of the power button at the top left of the Wii-mote, whilst older players' larger digits often hit the home button, unintentionally pausing the action.
|
Controllers is another interesting issue. Much of the complexity we see today is unnecessary for most games. They're designed for the most complex games, when a lot of great games barely use half of the buttons. Not to mention that controllers cost $30 each! Games would be much more party-friendly if controllers were cheaper, so everyone can play at the same time. With our huge HD TVs these days, we should be making games for at least 8 players at a time on the same screen.
The dynamic multiplayer handicapping is definitely an interesting idea. It just goes to show, often times people outside the industry come up with surprisingly good ideas. Of course, you'd have to be careful when implementing something like this - it could potentially be frustrating if done poorly.
But as you say, "...build it RIGHT and they will come."
What kind of crazy English is th... oh wait.
Great article!
Yep, the dynamic difficulty has been around in the industry since the dawn of time. Its known as rubber-banding. Though it has to be done very carefully or you can upset the game-play balance.
Although the weaker players feel great that they can then win. The skilled players can feel cheated, that despite their best (better) efforts, they still lose.
Done well, the rubber-banding must be transparent to the players.
I really think it's a stretch to cater to a market that clearly does not have a strong interest in games. While the wii is selling lots of systems, I want to see the sales #'s for the games that cater to these so-called needs of the family.
The wii's main selling point is Wii sports / Wii play, we have yet to see the attach rate of these so called 'casual gamers' who are willing to buy said games designed with features to cater to those audiences.
The comment by the dad about the PS3 costing more then his car is a sure sign that you mind as well be advertising to hillbillies.
Games have been dumbed down enough as it is with gamings increasing massification and many games becoming 'hands off' and gameplay has been increasingly automatted for the user the user.
I call it the "passification of gaming" where games get more and more passive and people basically turn on a robot that plays the game for them, at that point, why bother gaming?