Posts Tagged ‘usability’
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 more positive game playing experience.

Image by wiiloveit (Flickr)
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 enjoyed recently, in case you missed them. I’d also be interested to hear recommendations of things I should be reading, feel free to leave a comment! Click to continue…
Valve’s philosophy with User Research in Games (Gabe Newell & Mike Ambinder)
Gabe Newell at Valve is infamous for replying to emails. Having previously featured articles on this blog from developers such as Mainly About Games, and NimbleBit on their ethos with user research in games, and the practicalities of implementing it, I thought I’d have nothing to lose from emailing Gabe for Valve’s unique perspective.

Remember to be polite....
[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.

Blammo!
