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Let's look at
some examples of how one or more of the steps could fail if the simple menu in
this example had been designed incorrectly:
Problems in Stages 1 and 2: I once ran across a game that had its sound control labeled as simply
"SFX." In the game industry we often abbreviate the term "sound
effects" in this way, but what if the player is not in the industry or if
he interpreted it to instead mean something else, such as "special effects"?
During a play test I
observed a user open this menu, examine it for a few seconds, and then ask me
what "SFX" meant! This was a failure on the part of the menu's
design, because bad labeling of the sound control was thwarting the player on Stage 1; without a good label for the
sound control, he could not form the goal
to "change the sound volume."
If the player had come to
this menu already armed with the goal of "change the sound volume" then
he would have been stuck on Stage 2;
how could he form the intention of
manipulating one of the controls to lower the sound, if none were clearly associated with that task?
Problems in Stage
3: If a control is inadequately
designed, it may be difficult or impossible for the player to determine what to do with it. I remember
once seeing a horizontal slider control labeled "Sound".
But it didn't
have any indication about which way to slide it to increase the volume and
which way to decrease the volume[1],
or even whether "volume" was indeed the property being controlled (it
could just as easily have controlled the sound's left/right panning).
Without something to
visually indicate which way is "more" and which way is "less,"
the player may have a hard time completing Stage 3: Specify
the action with the ease we should expect from such a
simple operation.
Problems in Stage
4: Once a user figures out
what to do with a control, there are still several obstacles that could give him trouble with Stage 4: Execute the action. A few
real-world examples might include:
-
If the user
prefers the keyboard but the control only accepts mouse input
-
If the user
has a wide finger and the control is too small and too close to other controls,
on a touch screen
-
If the user
has a disability and the control doesn't support adequate accessibility options
-
If the control
doesn't provide as much precision as the user would like (e.g. the user wants
to increase by three, but the control only lets him increase by increments of
ten)
Problems in Stages 5 and 6: It's common for controls to fail to give user
feedback (a problem at Stage 5), or
to give feedback that's unclear or confusing (a problem at Stage 6). In our Settings menu example, what if the volume control
didn't play a snippet of sound after the slider was moved?
The player might be
able to visually see that the volume is decreased, but without the audio sample he'd have to go back into the game to find
out whether he was satisfied with the new volume.
Even our well-designed example
menu could be slightly inadequate: if the menu's audile feedback was to play the sound of a gunshot, for instance, then the player could only guess at the new relative volume of the explosions.
Results in Stage
7: By the time the player is
at Stage 7: Evaluate the outcome, there's
not much you can do for him; either he, and therefore you as a designer, have
succeeded or failed.
Whatever the interaction, make sure you've allowed for
good results in the prior steps so your user will perceive a success. If he
perceives a failure, then be sure to make it clear to him why he's failed and
indicate what he can do to correct the situation.
[1] Cultures
that read from left-to-right might naturally associate "right" with "more",
but if the menu were localized into a right-to-left language then the
intuitiveness afforded by this cultural standard would no longer be helpful.
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I like to think in any game as I think in any software I use, the difference is that between those steps 2 or 4 there is something like "choosing the best tool and best way to accomplish your goal".
This is simple, I have an enemy, a weapon and a crosshair, and an input system such as a mouse, so I'm going to point the crosshair at the enemy while I'm carring the gun and then shoot. If the crosshair or the gun or my mouse doesn't respond well to my mind state that makes that action pure automatic as an extention of my own body actions, then I'll feel it, no matter the smalest jam that happens, I'll feel cheated. Same goes if I'm using and 6-axis and my enemy moves fast or takes good cover, then a simple action of aiming, that as a player I know I can do, just seems that I can't, so of course I'm gonna blame the input system.
Same goes for movement, jump, an things that seems simple in real life or in what the player is used to... "do these developers play soccer?! why my superstart soccer player cannot do a simple task that me and all my friends, and even my granda can do?!", the result is simple: "it sucks!", or in other words, player is being challenged by something that is out of the game's world.
Dead Space is an amazing example of showing the player all the information they need - without even showing it all the time. I like the way they used the floating menu to gather all the data the player may need to understand the history and to remember the main points of the controls. However... the game itself failures on letting the player change the control scheme, which is something I thought very problematic and annoying.
It's a truism throughout software development that the skills that allow some programmer to be very good at specifying object behaviors don't always translate into an ability to communicate effectively with other people. Ignoring this reality (sometimes because there's just no one else to do the job) is, I suspect, why we see problems like incomplete feedback (the programmer already knows what the control does) and confusing communication (such as rampant misspelling of words).
In other words, someone who's good at solving Stage 4 challenges in game development may not be equally talented at addressing game development challenges from Stages 1, 2, 3, 5, or 6.
So much for proofreading after a night of no sleep. ;)
I think that everyone on the development team should pay attention to those problems, but specially the game designer should know these points, because they have a great influence on the fun factor.
In this article, many great things are specified, even the reward, but I didn't find a part that explains how to produce fun and that's the most important part of a game. For sure, the reward needs to be fun, but it should be the same case for the mechanic used to perform the action and unfortunately there isn't much about that. If there was, I didn't feel it was enough for me.
I would love to hear more about your thoughts on the subject or read new articles ^^.
- Khris