The effect of collectables on the player experience in games

I’ve recently been enjoying Alan Wake, the story-driven survival horror game. However it does suffer from an overabundance of collectable items and tasks, which are used to earn achievement points. This has a significant effect on the player experience, and unfortunately often not for the reason intended. Today, I’ll consider why collectables are used in […]

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Driver: San Francisco Usability Review (Part 2)

  Following up from my recent review of the top positive user experience elements in Driver: San Francisco, this week I’ll be looking at the top 5 usability and user experience issues that cause a negative player experience. For each issue, I’ll also discuss potential fixes that could be implemented in order to create a […]

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Some great articles on games usability and player experience

A short update this week, as I’ve been focused on a number of other projects, most importantly polishing off “Beyond Trash Talk – Understanding player motivation through analysis of social interaction in collocated multiplayer gaming” (of which, more soon!). Today, I’d like to share some articles on usability and user experience in games that I’ve […]

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[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 […]

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