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Shattering The Boundaries: Sidhe's Big User Testing Gains
 
 
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  Shattering The Boundaries: Sidhe's Big User Testing Gains
by Gareth Griffiths [Design, Programming, Indie]
3 comments Share on Twitter Share on Facebook RSS
 
 
December 1, 2009 Article Start Page 1 of 3 Next
 

Brick-breaking games have been around for years, on pretty much every platform you can think of. Many have tried to take this classic genre to the next level in the past but added little, so taking on this challenge with our PlayStation Network game Shatter for PlayStation 3 was somewhat daunting.

From my perspective, as the user experience expert at New Zealand-based independent developer Sidhe (GripShift), I was interested in how the whole user experience would be affected by anything we implemented. It would be easy to say, "Hey, it's just a brick-breaking game -- what is there that can affect the experience anyway?"


Well, if we simply set out to recreate a brick-breaking game "as-is" then sure, there's not much to it; move the bat, hit the ball, problem solved.

But we wanted to take it much further by stripping the genre back to its base elements and testing fundamental assumptions, then rebuilding from the ground up adding physics and boss battles along the way. With so many elements under examination and new elements being brought to the table, you potentially introduce a whole heap of new problems.

In this piece I'm going to talk about the game from the user-perspective and highlight a number of challenges we encountered and what we did to solve them.

In The Beginning

The first prototype of Shatter was an extremely basic flash-based game, as can be seen in the image below.


Flash based Shatter

You may think that there's not much to work from here, but the very foundation of the game was actually in place, and by bringing in people to play we gained a wealth of knowledge.

In this first iteration, we tested two possible control schemes for the bat:

1. We mapped the bat directly to the movement of the joystick. If you let go of the joystick, then the bat would jump back to the center

2. Move the bat with the joystick, and if you let go, the bat stays where it is

It was immediately apparent that users had no liking for option 1 at all. There was an overwhelming lack of control, as they had to concentrate too hard on actually moving the bat itself. If this was the case with only a few objects on screen, one could easily imagine the nightmare later on. Finding this out in the prototyping stage meant one less thing to worry about during actual production.

Round and Round We Go

Along with more traditional rectangular playfields, Shatter introduced circular levels. While these have been received well by users, the original versions were not viewed quite so favorably.

The player was initially able to move the bat around the level's entire circumference. The problem here was that when the player struck the ball and sent it directly opposite, actually getting to that ball was incredibly difficult -- or sometimes even impossible. Sure, we could get to the ball, as we played it every day, but the users -- those who would buy and play the game -- soon grew to hate these levels. Something had to be done.

One idea was to incorporate a boost button which would move the bat faster; in truth, this feature would only really be utilized on these levels. Moreover, it was another button the user had to press -- another control which needed to be explained and then translated.

The idea of simply limiting the user's movements came up -- placing walls that halted their movement and kept the ball in play. This was an immediate success and actually turned what was once the most hated of level types into one of the favorites.

Once Upon a Time

You move a bat, you strike a ball and you break bricks. That's it. But after every user-testing session I would get comments such as "So, what's the point in this game then?" or "I don't feel connected to my bat." Inside I was screaming "Hey, buddy, this isn't a three hour war-epic, you know! Just go ahead and break the bricks!"

Gradually, however, I started to feel that maybe they were right. There was nothing there to connect the user to the bat, nothing there to try and make them want to move forward, aside from breaking more bricks. The game just felt shallow.

When this subject was put forward there was initial skepticism but a small story was worked into the game and, on top of that, we tried to give the bat some kind of personality. For example, when the bat got hit by a brick or the ball ended up in the pit, the bat would make an unhappy sound.

Testing this on users was shocking to say the least. The first one immediately stated "Ah, I'm escaping from something am I? Cool." On top of this, when the bat got hit one user actually said, "Awwww, poor thing." I had to hide my surprise at such completely unexpected comments. But it showed that users were now interested in the character, knew why they had to progress and, as a result, became more engaged with the actual gameplay itself.

 
Article Start Page 1 of 3 Next
 
Comments

Glenn Storm
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This is a wonderful story. And I do mean, beginning, middle and end-kind of story. The moral is targeted and true. I think the conclusion is the brilliant bit. It's becoming a common theme in postmortems to hear that it was the openness to change, the willingness to throw out what didn't work during testing and the recognition of what sparked during testing that makes the game shine. QFT: "Gradually, however, I started to feel that maybe they were right."



I find it interesting how developed the art was before testing was conducted, as seen in the first pic. Here's a question for everyone: How important is it for you to have the look defined prior to gameplay testing? How valuable is the testing to you if the art style is in a placeholder stage or just not final?

Chicken Soup
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Good to hear our local game developer out in the big wide world!



@Glenn,

I think it is important to have enough art to get the idea across and not be detracting. It should convey ideas necessary to the gameplay, and story if that is a strong point in the game. But not more than that. In this age of large budget games, I suppose it's quite important to have an art direction early to give the artists something to work on, but a certain flexibility is important to make sure the process can be a bit more organic - just incase unexpected test results come up.

Daniel Boutros
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Love your approach and kudos on the game. If I had a PS3, I'd buy it. Already bought the soundtrack for it. ;-)


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