Tag Archive | "usability"

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Next Gen on Usability

Posted on 18 April 2008 by Weefz

Usability is a theme dear to my heart. I’m a staunch believer that every game should have mappable control buttons and allow me to invert both the X and Y axis. Damn you Final Fantasy XII for ruining my ability to turn left and right correctly the first time!

In that vein, LevelUp’s Gaming Tidbits last week pointed me towards Improving Usability in Games. I fully agree with the points in part 1, with particular emphasis on point 5: Know what the f’k I’m doing.

A player should be able to put down a game for a period of months at a time and still be able to hop right back in. Anything else is self-defeating and counter-productive.

How to Make Games User-Friendly: Part 1 - James Portnow on Next-Gen

This problem is exactly the reason why I’m so passionate about journal systems in games. It applies to games as simple and linear as Army of Two or as complex and unwieldy as Deux Ex: Invisible War. I and so many other gamers, simply cannot afford to play every day or even every week. When we do find the time to get return to a game after a holiday, (or after a month of Guitar Hero 3 obsession ;) we need to be reminded of what the hell we were trying to achieve before RL got in the way. A simple log of what’s just happened and where we could go next would make our game experience so much happier.

I’m not quite as enamoured with part two of the series but James makes some good points about the advantage of an in-game manual and SD-TV compatibility. Read them yourself at How To Make Games User-Friendly: Part 2

What are your most reviled game design decisions?

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16 Things to Include in Every RPG Journal

Posted on 23 May 2007 by Weefz

Here we are at the conclusion of my post series on computer RPG journal design. I will admit, I am a usability freak. The one thing that will wind me up faster than anything on earth is software design that isn’t based around the user. This website makes my skin crawl.

Please, cRPG designers, think about the journal early in your game design. Unless your game has all the complexity of Doom 3, a journal can make or break your game. Here is your cut-out-and-keep checklist of things to consider:

General Points:
  1. Hired genre-appropriate writer?
  2. Logged all known quests?
  3. Category: Trailheads
  4. Category: Quests in progress
  5. Category: Quests completed
  6. Category: Quests on the backburner
  7. Category: Quests’ area
Quest-specific points:
  1. Logged all details given in dialogue?
  2. Logged information source?
  3. Logged information source location? (if known)
  4. Logged promised reward? (if known)
  5. Logged what player has already done?
  6. Logged where player should go next? (if known)
  7. Logged known map locations?
  8. Logged visited vs. unexplored areas?
  9. Logged acquisition of unique quest object?
  10. Logged loss/discard and location of unique quest object?

Click on each item to get the detailed explanations. Do you think I’ve missed anything? Do you disagree? Let me know.

[HRODC website found through Experts Exchange]

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How To Write an RPG Journal - Part III: Information

Posted on 23 January 2007 by Weefz

This is the third in a series of posts that attempt to deconstruct the humble computer RPG journal. Other posts in the series are:

This post is all about fleshing out your RPG journal. Make it useful. I’m not about to tell anyone how to write. Rather, I’ll focus on what to include and what’s safe to discard.

Record everything

RPG quests can be horrifically complex. Well-written dialogue provides a lot of information. Journals for computer role-playing games are there to take some of the strain out of remembering. Don’t forget, us gamers are busy people. Between blogging, learning VB.net, having a social life, household chores and everything else, remembering the fine details of a D&D computer RPG quest is pretty low on the list. It is crucial not to overlook pertinent facts when writing a journal. Here’s a list of things you should include in every quest entry.
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