<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Average Gamer &#187; usability</title>
	<atom:link href="http://www.theaveragegamer.com/tag/usability/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.theaveragegamer.com</link>
	<description>Video games news and reviews from the UK</description>
	<lastBuildDate>Wed, 08 Feb 2012 17:43:23 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Borderlands &#8211; A UX Leader?</title>
		<link>http://www.theaveragegamer.com/2010/11/02/borderlands-a-ux-leader/</link>
		<comments>http://www.theaveragegamer.com/2010/11/02/borderlands-a-ux-leader/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 22:15:24 +0000</pubDate>
		<dc:creator>Debbie Timmins (Weefz)</dc:creator>
				<category><![CDATA[Opinions]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[split-screen]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/?p=5370</guid>
		<description><![CDATA[Finally managed to play some Borderlands Game of The Year edition and I am very impressed. Not so much with the gameplay so far but with the care they&#8217;ve taken. So many little design choices are adding up to a wonderful user experience: Clicking the left stick button once keeps up the sprinting. There&#8217;s no need to hold it down [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.theaveragegamer.com/wp-content/uploads/2010/11/Borderlands__Logo.jpg"><img src="http://www.theaveragegamer.com/wp-content/uploads/2010/11/Borderlands__Logo.jpg" alt="" title="Borderlands Logo" width="200" height="50" class="alignleft size-full wp-image-5472" /></a> Finally managed to play some Borderlands Game of The Year edition and I am very impressed. Not so much with the gameplay so far but with the care they&#8217;ve taken. So many little design choices are adding up to a wonderful user experience:</p>
<ul>
<li>Clicking the left stick button once keeps up the sprinting. There&#8217;s no need to hold it down while running, which is always bloody awkward</li>
<li>Ammo drops are linked to your weapons. I didn&#8217;t see a single batch of combat rifle ammo before I started carrying a combat rifle</li>
<li>The comparison window shows which stats are higher or lower on each weapon</li>
<li>There&#8217;s a marker on the HUD sensor to let you sight up on enemies while you&#8217;re crouching behind cover (ok, this kind of feels like cheating but I use it anyway)</li>
</ul>
<p>Of course, the great experience is then completely shattered by an atrocious vehicle control scheme and total split-screen design fail.</p>
<div id="attachment_5471" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.theaveragegamer.com/wp-content/uploads/2010/11/BorderlandsSplitScreenFail.jpg"><img src="http://www.theaveragegamer.com/wp-content/uploads/2010/11/BorderlandsSplitScreenFail-300x186.jpg" alt="" title="Borderlands Split Screen Fail" width="300" height="186" class="size-medium wp-image-5471" /></a><p class="wp-caption-text">Can't see!</p></div>
<p>What games give you a great user experience?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theaveragegamer.com/2010/11/02/borderlands-a-ux-leader/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Next Gen on Usability</title>
		<link>http://www.theaveragegamer.com/2008/04/18/next-gen-on-usability/</link>
		<comments>http://www.theaveragegamer.com/2008/04/18/next-gen-on-usability/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 18:33:07 +0000</pubDate>
		<dc:creator>Debbie Timmins (Weefz)</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[next-gen]]></category>
		<category><![CDATA[UI design]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/2008/04/18/next-gen-on-usability/</guid>
		<description><![CDATA[Usability is a theme dear to my heart. I&#8217;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&#8217;s Gaming Tidbits last week pointed me towards [...]]]></description>
			<content:encoded><![CDATA[<p>Usability is a theme dear to my heart. I&#8217;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!</p>
<p>In that vein, <a href="http://blog.newsweek.com/blogs/levelup/archive/2008/04/09/top-seven-gaming-tidbits-for-apr-9th-2008.aspx">LevelUp&#8217;s Gaming Tidbits</a> last week pointed me towards Improving Usability in Games. I fully agree with the points in part 1, with particular emphasis on point 5: <strong>Know what the f&#8217;k I&#8217;m doing</strong>.</p>
<blockquote><p>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.</p></blockquote>
<p><a href="http://www.next-gen.biz/index.php?option=com_content&#038;task=view&#038;id=9875&#038;Itemid=2">How to Make Games User-Friendly: Part 1</a> &#8211; James Portnow on Next-Gen</p>
<p>This problem is exactly the reason why I&#8217;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&#8217;s just happened and where we could go next would make our game experience so much happier.</p>
<p>I&#8217;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 <a href="http://www.next-gen.biz/index.php?option=com_content&#038;task=view&#038;id=9977&#038;Itemid=50&#038;limit=1&#038;limitstart=0">How To Make Games User-Friendly: Part 2</a></p>
<p>What are your most reviled game design decisions?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theaveragegamer.com/2008/04/18/next-gen-on-usability/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>16 Things to Include in Every RPG Journal</title>
		<link>http://www.theaveragegamer.com/2007/05/23/16-things-to-include-in-every-rpg-journal/</link>
		<comments>http://www.theaveragegamer.com/2007/05/23/16-things-to-include-in-every-rpg-journal/#comments</comments>
		<pubDate>Wed, 23 May 2007 10:55:27 +0000</pubDate>
		<dc:creator>Debbie Timmins (Weefz)</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Opinions]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[UI design]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/2007/05/23/16-things-to-include-in-every-rpg-journal/</guid>
		<description><![CDATA[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&#8217;t based around the user. This website makes my skin crawl. Please, cRPG designers, think about the journal early in [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;t based around the user. <a href="http://www.hrodc.com/">This website makes my skin crawl</a>.</p>
<p>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:</p>
<h5>General Points: </h5>
<ol>
<li><a href="http://www.theaveragegamer.com/2007/01/24/who-writes-games-anyway/">Hired genre-appropriate writer?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/17/how-to-write-an-rpg-journal-part-i-the-basics/">Logged all known quests?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">Category: Trailheads</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">Category: Quests in progress</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">Category: Quests completed</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">Category: Quests on the backburner</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">Category: Quests&#8217; area</a></li>
</ol>
<h5>Quest-specific points:</h5>
<ol>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged all details given in dialogue?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged information source?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged information source location? </a>(if known)</li>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged promised reward? </a>(if known)</li>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged what player has already done?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/">Logged where player should go next?</a> (if known)</li>
<li><a href="http://www.theaveragegamer.com/2007/05/03/how-to-write-an-rpg-journal-part-iv-maps/">Logged known map locations?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/05/03/how-to-write-an-rpg-journal-part-iv-maps/">Logged visited vs. unexplored areas?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/05/10/how-to-write-an-rpg-journal-part-v-inventory/">Logged acquisition of unique quest object?</a></li>
<li><a href="http://www.theaveragegamer.com/2007/05/10/how-to-write-an-rpg-journal-part-v-inventory/">Logged loss/discard and location of unique quest object?</a></li>
</ol>
<p>Click on each item to get the detailed explanations. Do you think I&#8217;ve missed anything? Do you disagree? Let me know.</p>
<p>[HRODC website found through Experts Exchange]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theaveragegamer.com/2007/05/23/16-things-to-include-in-every-rpg-journal/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>How To Write an RPG Journal &#8211; Part III: Information</title>
		<link>http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/</link>
		<comments>http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/#comments</comments>
		<pubDate>Tue, 23 Jan 2007 20:13:15 +0000</pubDate>
		<dc:creator>Debbie Timmins (Weefz)</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[neverwinter nights]]></category>
		<category><![CDATA[UI design]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/</guid>
		<description><![CDATA[This is the third in a series of posts that attempt to deconstruct the humble computer RPG journal. Other posts in the series are: How To Write an RPG Journal &#8211; Part I: The Basics How To Write an RPG Journal &#8211; Part II: Categories This post is all about fleshing out your RPG journal. Make it useful. I&#8217;m not [...]]]></description>
			<content:encoded><![CDATA[<p><em>This is the third in a series of posts that attempt to deconstruct the humble computer RPG journal. Other posts in the series are:</p>
<ul>
<li><a href="http://www.theaveragegamer.com/2007/01/17/how-to-write-an-rpg-journal-part-i-the-basics/">How To Write an RPG Journal &#8211; Part I: The Basics</a></li>
<li><a href="http://www.theaveragegamer.com/2007/01/21/how-to-write-an-rpg-journal-part-ii-categories/">How To Write an RPG Journal &#8211; Part II: Categories</a></li>
</ul>
<p></em></p>
<p>This post is all about fleshing out your RPG journal. Make it useful. I&#8217;m not about to tell anyone <em>how</em> to write. Rather, I&#8217;ll focus on what to include and what&#8217;s safe to discard.</p>
<h5>Record everything</h5>
<p>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&#8217;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&#038;D computer RPG quest is pretty low on the list. It is crucial not to overlook pertinent facts when writing a journal. Here&#8217;s a list of things you should include in every quest entry.</p>
<ul>
<li>What or who gave me the information</li>
<li>Where to find them later</li>
<li>What they&#8217;ll give me in return for doing their <strike>menial</strike> task</li>
<li>What I&#8217;ve already done</li>
<li>Where I should go next</li>
</ul>
<p>By no means am I advocating a dumb &#8220;go here and do this&#8221; journal. When it&#8217;s appropriate to the mission, it&#8217;s much better to simply say &#8220;I have heard that Joraq is hiding in Mardon&#8217;s bar,&#8221; when he&#8217;s not, than to spell everything out. We gamers like to think now and then, though we keep that well-hidden.</p>
<h5>A Bad Journal Entry</h5>
<p>Using an example from NeverWinter Nights 2: I had to talk to every guard post in the Docks and convince them to ignore the highly illegal actions of Moire&#8217;s gang. I played this mission over two sessions. On the second session, I logged in, checked my journal and had the following entry:</p>
<blockquote><p>&#8220;Your sweep of the Docks is nearly complete, you have only one guardpost left to visit&#8221;</p></blockquote>
<p>Well, great. The writer managed to check both the &#8220;What I have done&#8221; and &#8220;What to do next&#8221; boxes while simultaneously providing no information whatsoever. Last time I played this game was three weeks ago. He or she may as well as written &#8220;Yeah, I talked to some guys. Still gotta talk to some other guys.&#8221; </p>
<p>Fortunately, this entry was saved (barely) by putting the location of the final guardpost on the map, not that I knew this at the time.</p>
<h5>A Good Journal Entry</h5>
<p>A good journal entry for the same quest would look like this:</p>
<blockquote><p>I have already convinced three of the guard posts to ignore the criminal activities of Moire&#8217;s gang. I just need to visit the last one in the north-east corner of the Docks area before reporting back to Moire&#8217;s house. It&#8217;s a good thing she marked all the posts on my map.</p></blockquote>
<p>Please overlook the slightly ham-fisted exposition. I am not a fantasy writer.</p>
<h5>A Great Journal Entry</h5>
<p>A great entry would look like this:</p>
<blockquote><p>&#8220;These guards are useless. No wonder Moire&#8217;s thieves practically run the Docks as it is. Outside the tavern, I just had to mention her name and they crumbled. The guards stationed by the armoury almost showed some backbone but caved when I slapped them a round a bit. In the north-east corner I paid the sergeant a bit of money to work for <em>me</em> but we&#8217;ll keep that quiet from Moire for now. I just need to visit the guardpost round the back of the Watch House and then it&#8217;s back to Moire&#8217;s for tea, biscuits and a few thousand gold pieces. Sweet.&#8221;</p></blockquote>
<p>See how that works? Obviously, it&#8217;s much easier for me to write the above entry after the fact than it is to create entries using a database or other data-driven system to write plain English. I get that. Still, the &#8216;good&#8217; entry should be entirely within reach of everyone.</p>
<p>So far I only know of one game where the journal truly aspired to greatness. That was <a href="http://uk.gamespot.com/features/6135401/?sid=6135401">Planescape: Torment</a> and it succeeded magnificently. Sure, the game had other flaws. In some parts the plot was entirely driven by the journal but hey, I&#8217;m talking about journals. I&#8217;ll ignore that fact.</p>
<p>Check back in a few days for Part IV: Maps and Inventory</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theaveragegamer.com/2007/01/23/how-to-write-an-rpg-journal-part-iii-information/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

<!-- Served from: www.theaveragegamer.com @ 2012-02-09 09:16:44 by W3 Total Cache -->
