Usability of Games Jeff Offutt http://www.cs.gmu.edu/~offutt/ SWE 632 User Interface Design and Development Sources: • Gaming Usability 101, Blake Snow, October 2007, http://www.businessweek.com/innovate/content/oct2007/id20071012_041625.htm • Game Usability: Advancing the Player Experience, Isbister and Schaffer, 2008 • List of articles at: http://www.stcsig.org/usability/topics/games.html Don’t Make Me Think! • • • • • • A great book by Steve Krug New Riders Publishing 2006 (2nd edition) Users are happy to think about their tasks But not about how to use your UI ! UIs should be – Self-evident – Obvious – Self-explanatory • When users think “what is this?” the UI has failed 1-Jul-16 © Jeff Offutt 2 Always Save Games • Never ask players if they want to save their games • Of course they do! • No pop-ups or dialogue boxes are needed – Just display “saving …” on screen – Don’t overwrite level data … keep tabs on their progress and give them access to previously visited areas • Remember: Games have “players,” not “users” 1-Jul-16 © Jeff Offutt 3 Starting Games • Always say “press any button” to start a game • If you say “press start,” the player will have to think … “where is the start button?” – And is already intimidated • Players want to think about game strategy, not the UI – Semantic knowledge, not syntax 1-Jul-16 © Jeff Offutt 4 Customize Controller Buttons • Always let players remap controller buttons to suit their preferences • Some players like the mouse on the left, not the right • Some like to use the buttons in a particular way, similar to another game they play • Make button customization visible … for example, in the pause menu 1-Jul-16 © Jeff Offutt 5 Always Let Players Skip Stories • Some players love the story aspect of the game • Some find it annoying barriers between them and real interactive aspects – Just like some students hate lectures but enjoy projects • And nobody wants to go through a 5 minute story the 10th time they play the game … – Encourage repeat customers ! • Make it easy to skip or speed up story scenes, tutorials, and credits 1-Jul-16 © Jeff Offutt 6 Use Only Needed Controller Buttons • Some game systems have lots of controller buttons • Players can remember … about 7 ! • If you use all buttons, players will constantly have to think “which button?” • Use the buttons you need, and ignore the rest 1-Jul-16 © Jeff Offutt 7 Players Need to Control Accessibility • Subtitles can be great … if the players have trouble understanding English • But they are annoying if the player’s English is good • Let the players turn off the subtitles and other accessibility options 1-Jul-16 © Jeff Offutt 8 No “Kobayashi Marus”! • The Kobayashi Maru is a test in Star Trek that had no solution • That is, a no-win solution • Game attacks where the players cannot escape are unfair and frustrating • They will often be the last scenario many players ever see because they quit the game and do not come back 1-Jul-16 © Jeff Offutt 9 Make Tutorials and Help Available in Game • Where else can newbies start? • Inexperienced players need help – What do to next ? – How to find something ? – What medium-range goals should I set ? • A “click here if you’re not sure what to do” option is very comforting • But make sure these do not interfere with experienced players 1-Jul-16 © Jeff Offutt 10 Let Players Quit at Anytime • and save when they do!!! • Players need to stop and start at anytime • Only letting them save at pre-defined checkpoints forces them to think : – “should I lose my current progress or be late to my date?” • Also, if they die, give them an option to continue 1-Jul-16 © Jeff Offutt 11 Summary • All the principles we have learned through the semester can be “instantiated” for games • Most of this list follows directly from these principles • Learning is part of the fun of games … but learning strategy, not syntax – Consider why Go and Chess are so incredibly popular This is just a beginning, not all there is to know 1-Jul-16 © Jeff Offutt 12