Contents
What Gamers Want: Family Gamers
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  What Gamers Want: Family Gamers
by Andy Robertson
5 comments
Share RSS
 
 
April 29, 2008 Article Start Previous Page 2 of 4 Next
 

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.

Advertisement

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.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Steven An
profile image
Awesome article. Many of these points would also apply to busy gamers in general, family or not. For example, Quick start. In Assassin's Creed, it takes a good 20 minutes of boring tutorials and unskippable cutscenes before you finally get to run around and play. There's no way I'm gonna play, much less buy, a game that takes a fat pretentious dump on my free-time like that.

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."

Timothy Dempsey
profile image
Thanks for the study, but on the subject of localization: "mum"?, "that's mad"?, "twigged"???.
What kind of crazy English is th... oh wait.

Sean Berry
profile image
That handicapping idea was implemented in Super Smash Bros Melee. It worked out great to get friends who weren't super pro at the game to play with those who were. After every round, depending on who won, it would adjust the difficulty for each player.

Great article!

Jonnathan Hilliard
profile image
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.

Bob dillan
profile image
In the search for ever more money and trying to mainstream gaming, industry people still dont have a clue. Gaming will never be as mainstream as movies until a generation or two from now when gamers have become grand parents and their children, a new generation has grown up with the technology. It's the same thing you saw with computer technology, lots of people only know how to do the most basic things with their computers and many people avoid / fear them.

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?


none
 
Comment:
 


Submit Comment