Hallo, ik doe onderzoek naar oa game engineering en heb de volgnede "usability patterns" in spelletjes beschreven die de gameplay een stuk aantrekkelijker en makkelijker te leren maken. Ik ben nu nog op zoek naar geschikte voorbeelden & screenshots ter illustratie.
Ik heb nu 10 patterns gedefinieerd ik heb bij principles ( aan welke usability principes ze bijdragen) de user problem categories gebruikt van norman (een bekend usability handboek). Als iemand nog feedback of commentaar heeft dan hoor ik dat graag.
Name Visual Saves
Problem The user tries to find a save game.
Principle Visibility, Feedback
Use when Games that allow storing game progress such as adventures/ role playing games.
Users can save their progress during the game which may result in a lot of save games, auto save options may also result in a lot of save games. Identifying a particular save game becomes difficult for a user because of this huge number of save games and the user becomes confused when trying to find a particular save game.
Solution Provide visual feedback with each save game.
E.g. when possible try to use screenshots of where the user 'is' in the game in addition to a save game's name and time / date. The visual save should be sufficiently good for identifying it. If the number of items in the set is small, a visual save may be shown for all items. If the set contains many items or when the label is important to the user, show a preview of one item only alongside the label of the item.
Why Users are much more likely to remember the correct save game when visual feedback is provided. The search time for a particular save game is decreased because of these visual clues. Otherwise, first a particular save game has to be loaded before a user would know if it is the right one. The solution improves performance time and satisfaction.
Name Pre Loader Game
Problem Users have to wait before the game can start or is installed.
Principle Flexibility (explicit user control)
Use when This is typical for games (such as flash games) that take some time to load because of the often huge amount of graphics that need to be loaded through a slow internet connection.
Solution Provide a small mini game to kill the time.
This game can either be related to the main game or a popular small game such as pong.
Why Attention span is very important for gamers. Users do not want to wait for a long time before they move on to try another game. Especially with flash games where there is a variety of games available either speed up the loading process or make sure users are not bored in the meantime. The solution improves satisfaction.
Examples Large flash games. The Sims provides a memory game with Sims objects during the installation of the game.
Name Quick Start
Problem Users have to make lots of decisions before they can start the game.
Principle Constraints (Minimizing actions)
Use when Games that take some time to configure such as such as action games (such as race games or soccer games) or role playing games a user first has to select a car, tires etc and make lots of choices for specific settings.
Solution Allow the user to instantly play a game using default settings.
Why Sometimes users want to play quickly and don't want to be bothered with a lot of choices and decisions. Sometimes the default settings are more then enough for the user. The solution improves performance time and satisfaction.
Examples Soccer games such as pro evolution soccer allow a quick start option.
Fifa Soccer, Flight Simulator.
Name Quick Restart
Problem Users have to wait before the game can "restart".
Principle Minimizing actions (Constraints)
Use when Games that take some time to load. Although long loading times must be avoided as much as possible, sometimes because of the huge amount of graphics etc this is not possible.
Solution Allow the user to instantly replay the current game
This solution allows the user to instantly restart the current game with the same settings. This may minimize the load time for this game, speeding up the game.
Why The user does not have to wait a long time before he can restart the current game for certain games such as race games or adventures this is very useful as sometimes users make mistakes (such as a car crash) that prevent them from setting a record time for a track and by offering the quick restart option they can immediately try again without having to wait a long time. The solution improves performance time and satisfaction.
Examples In burnout 3, a popular race game one can during the race immediately restart this race without much waiting time.
Name Tutorial Agent
Problem The user needs to figure out how to use the game or certain objects or artifacts in the game such as weapons, shops or vehicles.
Principle User Guidance (Visibility), Explorability (Safety)
Use when A user not familiar or experienced with the game needs to learn how to manipulate objects /artifacts. Games with complex control mechanisms e.g. games that offer ways of manipulation that are not self explaining.
Solution Let a non player character explain the usage of things.
By making this part of the game users can immediately try things and this increases the users ability to explore things without harm (e.g. without killing the character they are playing).
Why Users prefer an in game tutorial to reading a manual or help file explaining things.
This increases learnability and satisfaction.
Name Playground
Problem The user needs to figure out how to use the game or certain objects or artifacts in the game such as weapons, shops or vehicles.
Principle Explorability (Safety)
Use when A user not familiar or experienced with the game needs to learn how to manipulate objects /artifacts. Games with complex control mechanisms e.g. games that offer ways of manipulation that are not self explaining.
Solution Offer a place where the user may experiment with things without harming the character.
Often games already provide a first stage in the game allowing the user to explore the workings of the game. In some FPS one can explore new weapons at a shooting range.
Why Offering a place where one can safely experiment with things allows the user to learn new things quickly as no harm can be done to the character he or she is playing. This increases satisfaction .
Name Visual Progress
Problem The user wants to know how much progress has been made during the game.
Principle User Guidance (Visibility), Feedback
Use when This is typical for games such as adventures or role playing games.
Solution Show the progress that has been made in the game.
In role playing games often use is made of a journal that records all completed and open quests. Another option is to use some sort of map showing all the parts on the map that have been completed or visited.
Why The solution increases satisfaction because the user knows how much progress has been made and how much longer he has to play before finishing the game. This increases the sense of control.
Name Control Assistance
Problem A novice user needs to use a complex control mechanism.
Principle User Guidance, Incremental Revealing (Visibility)
Use when Games with complex control mechanisms that are hard to use for novice users; e.g. certain ways of controlling such as steering a racecar or aiming a gun can be quite difficult for inexperienced gamers.
Solution Let the computer assist the user in the control.
This is often implemented by means of
• crosshairs (in FPS a crosshair indicates where bullets etc will go)
• auto aim (in FPS a crosshair that automatically locks onto a target)
• steering aid (race games: a steering aid makes sure the car never leaves the track)
• brake assistant (race games: a brake aid assists the user in braking preventing spins)
• ideal line (race games: a visual clue showing the ideal line that should be followed)
As the user becomes more experienced, the user can choose to turn off these aids.
Why Assisting a user in controlling things allows the user to focus first on mastering the basics and this prevents the user from getting the idea that he will never master the controls. This increases learnability and satisfaction.
Name Customization
Problem Each user is different and likes to express this.
Principle Adaptability (Flexibility)
Use when When there is the possibility for expression (E.g. one has to be able to modify certain things such as with game characters; skin color, faces clothes etc, with vehicles; car color tires etc). This is also used in multiplayer games such as first person shooters or online role playing games where there is a lot of need for being able to distinguish oneself.
Solution Allow the user to adjust the character or object he is playing with.
Why Being able to make customizations allows the user to really identify with the character or object he is playing with. For example painting a car in one's favorite color may increase the user's satisfaction.
Name Auto Save
Problem The users may want or needs to restart the game from a certain point or stage.
Principle Error prevention (Safety)
Use when Games that allow storing game progress such as adventures/ role playing games. During the game the user may want to replay a certain stage of the game either because he got killed or because of some other reason. The user can save games but he can forget this sometimes.
Solution Automatically save the game at regular time intervals or after each completed stage of the game.
Autosave
Why Automatically saving stages in the game may increase user satisfaction and user efficiency as he does not have to replay a game from the beginning or from another previous save game.
Ik heb nu 10 patterns gedefinieerd ik heb bij principles ( aan welke usability principes ze bijdragen) de user problem categories gebruikt van norman (een bekend usability handboek). Als iemand nog feedback of commentaar heeft dan hoor ik dat graag.
Name Visual Saves
Problem The user tries to find a save game.
Principle Visibility, Feedback
Use when Games that allow storing game progress such as adventures/ role playing games.
Users can save their progress during the game which may result in a lot of save games, auto save options may also result in a lot of save games. Identifying a particular save game becomes difficult for a user because of this huge number of save games and the user becomes confused when trying to find a particular save game.
Solution Provide visual feedback with each save game.
E.g. when possible try to use screenshots of where the user 'is' in the game in addition to a save game's name and time / date. The visual save should be sufficiently good for identifying it. If the number of items in the set is small, a visual save may be shown for all items. If the set contains many items or when the label is important to the user, show a preview of one item only alongside the label of the item.
Why Users are much more likely to remember the correct save game when visual feedback is provided. The search time for a particular save game is decreased because of these visual clues. Otherwise, first a particular save game has to be loaded before a user would know if it is the right one. The solution improves performance time and satisfaction.
Name Pre Loader Game
Problem Users have to wait before the game can start or is installed.
Principle Flexibility (explicit user control)
Use when This is typical for games (such as flash games) that take some time to load because of the often huge amount of graphics that need to be loaded through a slow internet connection.
Solution Provide a small mini game to kill the time.
This game can either be related to the main game or a popular small game such as pong.
Why Attention span is very important for gamers. Users do not want to wait for a long time before they move on to try another game. Especially with flash games where there is a variety of games available either speed up the loading process or make sure users are not bored in the meantime. The solution improves satisfaction.
Examples Large flash games. The Sims provides a memory game with Sims objects during the installation of the game.
Name Quick Start
Problem Users have to make lots of decisions before they can start the game.
Principle Constraints (Minimizing actions)
Use when Games that take some time to configure such as such as action games (such as race games or soccer games) or role playing games a user first has to select a car, tires etc and make lots of choices for specific settings.
Solution Allow the user to instantly play a game using default settings.
Why Sometimes users want to play quickly and don't want to be bothered with a lot of choices and decisions. Sometimes the default settings are more then enough for the user. The solution improves performance time and satisfaction.
Examples Soccer games such as pro evolution soccer allow a quick start option.
Fifa Soccer, Flight Simulator.
Name Quick Restart
Problem Users have to wait before the game can "restart".
Principle Minimizing actions (Constraints)
Use when Games that take some time to load. Although long loading times must be avoided as much as possible, sometimes because of the huge amount of graphics etc this is not possible.
Solution Allow the user to instantly replay the current game
This solution allows the user to instantly restart the current game with the same settings. This may minimize the load time for this game, speeding up the game.
Why The user does not have to wait a long time before he can restart the current game for certain games such as race games or adventures this is very useful as sometimes users make mistakes (such as a car crash) that prevent them from setting a record time for a track and by offering the quick restart option they can immediately try again without having to wait a long time. The solution improves performance time and satisfaction.
Examples In burnout 3, a popular race game one can during the race immediately restart this race without much waiting time.
Name Tutorial Agent
Problem The user needs to figure out how to use the game or certain objects or artifacts in the game such as weapons, shops or vehicles.
Principle User Guidance (Visibility), Explorability (Safety)
Use when A user not familiar or experienced with the game needs to learn how to manipulate objects /artifacts. Games with complex control mechanisms e.g. games that offer ways of manipulation that are not self explaining.
Solution Let a non player character explain the usage of things.
By making this part of the game users can immediately try things and this increases the users ability to explore things without harm (e.g. without killing the character they are playing).
Why Users prefer an in game tutorial to reading a manual or help file explaining things.
This increases learnability and satisfaction.
Name Playground
Problem The user needs to figure out how to use the game or certain objects or artifacts in the game such as weapons, shops or vehicles.
Principle Explorability (Safety)
Use when A user not familiar or experienced with the game needs to learn how to manipulate objects /artifacts. Games with complex control mechanisms e.g. games that offer ways of manipulation that are not self explaining.
Solution Offer a place where the user may experiment with things without harming the character.
Often games already provide a first stage in the game allowing the user to explore the workings of the game. In some FPS one can explore new weapons at a shooting range.
Why Offering a place where one can safely experiment with things allows the user to learn new things quickly as no harm can be done to the character he or she is playing. This increases satisfaction .
Name Visual Progress
Problem The user wants to know how much progress has been made during the game.
Principle User Guidance (Visibility), Feedback
Use when This is typical for games such as adventures or role playing games.
Solution Show the progress that has been made in the game.
In role playing games often use is made of a journal that records all completed and open quests. Another option is to use some sort of map showing all the parts on the map that have been completed or visited.
Why The solution increases satisfaction because the user knows how much progress has been made and how much longer he has to play before finishing the game. This increases the sense of control.
Name Control Assistance
Problem A novice user needs to use a complex control mechanism.
Principle User Guidance, Incremental Revealing (Visibility)
Use when Games with complex control mechanisms that are hard to use for novice users; e.g. certain ways of controlling such as steering a racecar or aiming a gun can be quite difficult for inexperienced gamers.
Solution Let the computer assist the user in the control.
This is often implemented by means of
• crosshairs (in FPS a crosshair indicates where bullets etc will go)
• auto aim (in FPS a crosshair that automatically locks onto a target)
• steering aid (race games: a steering aid makes sure the car never leaves the track)
• brake assistant (race games: a brake aid assists the user in braking preventing spins)
• ideal line (race games: a visual clue showing the ideal line that should be followed)
As the user becomes more experienced, the user can choose to turn off these aids.
Why Assisting a user in controlling things allows the user to focus first on mastering the basics and this prevents the user from getting the idea that he will never master the controls. This increases learnability and satisfaction.
Name Customization
Problem Each user is different and likes to express this.
Principle Adaptability (Flexibility)
Use when When there is the possibility for expression (E.g. one has to be able to modify certain things such as with game characters; skin color, faces clothes etc, with vehicles; car color tires etc). This is also used in multiplayer games such as first person shooters or online role playing games where there is a lot of need for being able to distinguish oneself.
Solution Allow the user to adjust the character or object he is playing with.
Why Being able to make customizations allows the user to really identify with the character or object he is playing with. For example painting a car in one's favorite color may increase the user's satisfaction.
Name Auto Save
Problem The users may want or needs to restart the game from a certain point or stage.
Principle Error prevention (Safety)
Use when Games that allow storing game progress such as adventures/ role playing games. During the game the user may want to replay a certain stage of the game either because he got killed or because of some other reason. The user can save games but he can forget this sometimes.
Solution Automatically save the game at regular time intervals or after each completed stage of the game.
Autosave
Why Automatically saving stages in the game may increase user satisfaction and user efficiency as he does not have to replay a game from the beginning or from another previous save game.
[ Voor 83% gewijzigd door Verwijderd op 19-07-2005 12:37 ]