17
Aug

[Prototype] – Some UX and Usability thoughts.

[Prototype] is an open-world superhero action game, released in 2009 which has striking similarities to the game Infamous. As part of my commitment to being a cheap gamer, I recentely picked it up second hand, and have just finished the story mode (aside from the comprehensive list of side missions, but I can never bring myself to go back to them after the story’s completion). Today I’ll share my thoughts on the usability and user experience aspects of the game that worked, and those which didn’t.

Prototype

Blammo!

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10
Aug

Ian Marsh, creator of Tiny Tower, on user research, play-testing and F2P

Tiny Tower is the hit iPhone game which allows players to build and manage a towerblock and its residents (or ‘bitizens’!). Despite being free, Tiny Tower is continually in the top-grossing apps list due to it’s effective use of free-to-play mechanics.

I spoke to Ian Marsh, one half of Nimblebit, who have had numerous iPhone hits beyond their success with Tiny Tower, including Scoops, Pocket Frogs, Textropolis and more. Ian shared his insight into how understanding player behaviour affects the development of a popular iOS game, and the idiosyncracies of testing with free-to-play mechanics.

Tiny Tower

A small tower

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2
Aug

Quake Matrix Retrospective

This year is the tenth anniversary of Quake Matrix. Quake Matrix was a mod for the original Quake, based on the film The Matrix, in which I contributed to the level creation. Starting as a small project among school friends, we went on to have considerable success, featuring on the popular (at the time) PlanetQuake website, and receiving thousands of downloads.

Today I’m going to look back on Quake Matrix, and what we learnt while developing the mod. You’ll have to excuse this post for not being particularly usability/UX focused, but it was the early 2000’s – games usability didn’t exist back then… (jokes!)

Quake Matrix

Quake Matrix

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26
Jul

multi.player Conference Review – Social Interaction, Bartle and Orcs!

I’ve just got back from a few days in Hohenheim, at the multi.player conference, and wanted to share my experiences.  The conference was on “The social aspects of digital gaming”, and was a fantastic chance to meet people working in a similar field to myself.

The talk Pejman and I gave, on measuring social interaction in collocated gaming sessions, seemed to be really well received, and has received some insightful comments. I was a bit worried before about presenting an application of the Bartle Test to the man himself, however he didn’t seem to complain (much…). The research gave a better insight into how different player types react in collocated sessions, and hence was distinct from the other presentations – we also had a strong link to industry!

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18
Jul

“Playing to win?” @ multi.player conference

This Friday, Pejman Mirza-Babaei and myself will be presenting “Playing to Win? : The correlation between biometric responses and social interaction in co-located social gaming” at the multi.player conference at the university of Hohenheim.

This paper has been a collaboration between ourselves, Graham McAllister of Vertical Slice and Jonathan Napier of Relentless Software. It shares insights gained from our recent studies combing coding social interaction, biometric readings and self-assessment to understand how player’s react to different social and in-game situations.

We’ve found some really interesting results, implying that player behaviour is divided by their inherent motivations. For each player type, it is possible to measure and evaluate the specific forms of social interaction they display, and react to.

This research aims to be useful not only academically, but also of use to commercial games development, by allowing greater insight into targetting development to specific player types, or into maximising the interaction generated by a multiplayer game.

I hope to share the presentation, and the paper, afher the conference. However, if anyone has questions in the meantime, how about contacting me?

(what a link-heavy update!)

edit: A review of the conference can be found here
Full information on the research method and findings will be up on Gamasutra soon – stay tuned!