Isbister, K., & Schaffer, N. (2008). Game Usability. New York: Morgan Kaufman.
Chapter 15
TRUE Instrumentation: Tracking Real-Time User Experience in Games
Eric Schuh, Daniel V. Gunn, Bruce Phillips, Randy J. Pagulayan, Jun H. Kim, Dennis Wixon
Microsoft Game Studios
This chapter presents a method in research to improve user experience called TRUE instrumentation. Focus groups, usability testing and playtesting provide limited feedback and are labor intensive. Automated collection of feedback for the entirety of the game is a better solution.
The chapter starts with a discussion on Voodoo Vince, a game that helped Microsoft realize the importance of collecting nuanced data. The issues uncovered in this game spurred Microsoft to build an application for users to log their behaviors (like when they level up, etc). This gave a rough idea of where problems existed. This system turned into TRUE – Tracking Real-Time User Experience. This instrumentation includes: attitudinal feedback, contextual data, and captured video.
To capture attitude, the researchers added a one question survey to periodically come up during gameplay. The surveys are event-based, on-demand, and time-based. To provide context, the researchers capture the build number, test name, participant ID, timestamp, difficulty setting, chapter name, and position coordinates with the surveys.
Halo 2 was evaluated with TRUE. They looked first at the number of deaths in each mission, then looked at where exactly in the missions the players were when they died, and finally how they died. Then they presented a video of the deaths to the design team who could recognize the problem.
Most data collection happens at the end of production to do a final check on a design that is considered shippable. TRUE also has a place in beta and demo testing.
The chapter ends with lessons on conducting successful implementation:
-Plan ample time for iteration
-Start with research questions in mind
-Keep the number of variables tracking down (no more than 15 events)
-Mock up a report before setting hooks
-Represent the data visually
-Evaluate your instrumentation
-And still get other forms of feedback
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Chapter 16
Interview with Georgios Yannakakis, Assistant Professor at the Center for Computer Games Research, IT-University of Copenhagen
Interviewer: Katherine Isbister
Yannakakis studies the connection between user satisfaction, human response and online learning. He developed the Player Satisfaction Modeling (PSM) task force. This is a quantitative player satisfaction modeling that looks at using the game’s AI to increase the overall play experience and player satisfaction. The interview stresses that middleware that captures player satisfaction will raise the market value of the game, and also automate user testing for player satisfaction.
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Chapter 17A
Usability for Game Feel
Steve Swink
Game feel is tactile, kinesthetic control of a video game. Good game feel is intuitive, deep and aesthetically pleasing. Making a game mechanic feel good is not easy for the designer. Here Swink lays out a method for testing/creating good game feel.
The pieces of game feel are:
Input: the controller needs to feel good for the player and have natural mappings. There should be little or no explanation needed for how the controller works. Designers need to keep in mind the inherent sensitivity of the input device. A computer mouse is sensitive; a button is not.
Response: The response to the input can feel sensitive or not depending on the design. A mouse (sensitive) can only control the x-axis of on-screen movement (not so sensitive). Nuanced reactions are found in games like Mario where a not so sensitive input (buttons) creates sensitive response (Mario jumping at different distances and times).
Context: This is the environment for interaction. Designers should build a test context to tune the game feel, to give the motion meaning. These contexts should include a variety of objects and constraints.
Polish: These are effects that enhance the game world and convey the physical properties of objects and object interactivity. Pieces of physical polish include motion, tactile, visual and sound. Polish is time consuming but vital for good game feel.
Metaphor: People have built-in constraints on how things should feel. Designers use these preloaded expectations to execute on how something should feel in a game (a car, an animal, etc.).
Rules: Rules give more meaning to the feeling of control/mastery. Goals and rules in a game need to be sustainable and meaningful.
“The first, last, and most common thing a player will experience when playing your game is its feel” (280).
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Chapter 17B
Further Thoughts from Steve Swink on Game Usability
– No one reads in-game text if they can skip it.
–Experiential testing: the objective view on the current game. Here we compare live experience with the designer’s vision.
–Defect testing: Bug hunting. This is rigorous, systematic and intense testing that excludes experiential concerns.
–Usability testing: this is debugging the experience.
–Why do we test?: A game is a collaboration between the player and the game. It does not exist without the player (like a movie would). We test because we can’t control the player’s experience, only guide it, so we need to guide it in the closest way to the designer’s goal.
–Defining experience: Designers watch players play to look for increased fun and decreased boredom. “Fun” is not the only way to enjoy a game or have an enriching experience. A designer can break a game into moments of interactivity.
–Usability behavior: is binary. It is “got it” or “don’t got it.” You can test for usability. Give the player a task that requires her to use a certain button – this is a usability test.
–Experiential behavior: This tests the essence of design for enjoyment and interest. It is not binary.
–Challenge vs. Obfuscation: You need to know the challenge of your game before you can playtest. Challenge, usability, and game design are all inextricably linked.
-Detailed planning: Usability – does the player understand the UI and buttons. Experience – what should the player be feeling or thinking in the important moments of the game. Challenge – be specific!
-Swink continues with the TETRIS TEST giving a specific plan on page 299.
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Article of choice:
Capturing the Spirit of Sesame Street
Interview with Nathan Martz and Tim Schafer of Double Fine
http://www.gamasutra.com/view/feature/6295/capturing_the_spirit_of_sesame_.php
This article is actually a moving piece about members of Double Fine (a super creative game developer) who started years ago with an idea for a game based solely around the notion of “upbeatness,” that the game experience would be uplifting. They tossed around a bunch of ideas and finally came up wit monster that you have to interact with to help them solve problems. The more they worked on designing the monsters, the more the game started to resemble the experience of Sesame Street. Finally, this company that have always done original material, decided to make a game with licensed content. Sesame Street: Once Upon a Monster is based on the idea that a game should provide a creative, uplifting experience, and that the game feel should have something to do with mupeteering.
To provide a game feel that was as physically accurate to control puppets as possible, Double Fine chose the Kinect as their platform. They aim for the monsters on screen to look at feel like puppets, not like CG animations.
This interview focused almost exclusively on the game feel and game experience, and didn’t even touch on the real plot of the game. This is probably because the game is still in development, and the designers started with feeling instead of story.