{"id":1568,"date":"2011-08-17T15:45:54","date_gmt":"2011-08-17T14:45:54","guid":{"rendered":"http:\/\/www.stevebromley.com\/blog\/?p=1568"},"modified":"2019-11-06T17:44:59","modified_gmt":"2019-11-06T16:44:59","slug":"prototype-some-ux-and-usability-thoughts","status":"publish","type":"post","link":"https:\/\/www.stevebromley.com\/blog\/2011\/08\/17\/prototype-some-ux-and-usability-thoughts\/","title":{"rendered":"[Prototype] \u2013 Some UX and Usability thoughts."},"content":{"rendered":"<p>[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\u2019s completion). Today I\u2019ll share my thoughts on the usability and user experience aspects of the game that worked, and those which didn\u2019t.<\/p>\n<div align=\"center\">\n<div id=\"attachment_1569\" style=\"width: 527px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1569\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype1.png\" alt=\"Prototype\" title=\"prototype1\" width=\"517\" height=\"311\" class=\"size-full wp-image-1569\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype1.png 517w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype1-300x180.png 300w\" sizes=\"auto, (max-width: 517px) 100vw, 517px\" \/><p id=\"caption-attachment-1569\" class=\"wp-caption-text\">Blammo!<\/p><\/div>\n<\/div>\n<p><!--more--><br \/>\nIt\u2019d be fair to say Prototype is an \u2018average\u2019 game, having received 78% on metacritic (it\u2019s sad that this counts as average, but that\u2019s inflated review scores for you!). It does some things fantastically, and obviously has sold well enough for a sequel to be in development. So, what impressed me?<\/p>\n<p><strong>The Best of Prototype<\/strong><\/p>\n<p>Relatively early on in the game, the player gets the ability to glide, with subsequent upgrades increasing their potential mobility while in the air. The glide ability is successful in both appearing in-context of a superhero game, and allowing the player to navigate the game world quickly and reach destinations in an appropriate time. By giving the player great freedom of mobility, this reduces the time between the player\u2019s missions, prevents the game feeling \u2018sluggish\u2019 and avoids issues with difficult navigation that have been found in many open-world games.<\/p>\n<p>As an anti-hero, the protagonist of Prototype, Jim SomeGuy, has a habit of eating people. The ability to gain health by eating NPCs works in the context of the game, and ensures that the player is never \u2018stuck\u2019 without the ability to gain sufficient health to complete their mission, due to the prevalence of both enemies and civilians. As a method of healing the player, it is less dependent on suspension of disbelief than a shower of health packs, and more unique than the health regeneration seen in many modern games. However eating an NPC requires the player to stand still, often making it impossible to heal while being ganked by enemies \u2013 I\u2019d query this design decision, since it significally heightens the game\u2019s difficulty.<\/p>\n<p><strong>The Worst of Prototype<\/strong><\/p>\n<div align=\"center\">\n<div id=\"attachment_1570\" style=\"width: 440px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1570\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype2.png\" alt=\"Also Prototype\" title=\"prototype2\" width=\"430\" height=\"255\" class=\"size-full wp-image-1570\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype2.png 430w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/08\/prototype2-300x177.png 300w\" sizes=\"auto, (max-width: 430px) 100vw, 430px\" \/><p id=\"caption-attachment-1570\" class=\"wp-caption-text\">You wouldn&#039;t like him when he&#039;s angry<\/p><\/div>\n<\/div>\n<p><strong>\u00a0<\/strong>As in many games, progress in missions gives you money to upgrade your abilities. However when upgrading the player\u2019s abilities through the in-game menus, the upgrade structure is unclear, both in its UI and its execution. When abilities (such as the \u2018overdrive\u2019 ability) are dependent on other skills to be useful (i.e. it must be partnered with specific other powers), this is not indicated and allows the player to buy a potentially useless ability. When purchased, the execution of new abilities is taught through a description of what buttons to press, lacking crucial information on timing and context of successful activation.<\/p>\n<p>A minor annoyance is the range of UI issues in the menu presented on start-up. Prior to loading the main menu, the game requires the player to press to continue past a pop-up dialogue \u2013 a needless delay. The menu also highlights \u2018New Game\u2019s as the first option, despite the use-case for \u2018Load Game\u2019 being a lot more common. The game knows if you have a saved game, and could highlight the appropriate option automatically. Minor annoyances like this are an easy fix, and should have been picked up during development.<\/p>\n<p><strong>Conclusion<\/strong><\/p>\n<p>Prototype has a huge amount of potential, and is undoubtedly fun to play. Compared to other open-world games I\u2019ve played, it seems to have extensive variety and some unique game mechanics, such as eating people to disguise as them, which help to keep it compelling . However, a number of small issues with the UI let it down, and detract from the player experience. More extensive user testing, throughout the development process, would pick up these \u2018quick-wins\u2019, and could knock the game\u2019s metacritic score into the 80s or above!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>[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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[117],"tags":[40],"class_list":["post-1568","post","type-post","status-publish","format-standard","hentry","category-games-user-research","tag-bad-ux","grve-entry-item","grve-blog-item"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v15.0 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>[Prototype] \u2013 Some UX and Usability thoughts. - Steve Bromley - User Research<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.stevebromley.com\/blog\/2011\/08\/17\/prototype-some-ux-and-usability-thoughts\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"[Prototype] \u2013 Some UX and Usability thoughts. - Steve Bromley - User Research\" \/>\n<meta property=\"og:description\" content=\"[Prototype] is an open-world superhero action game, released in 2009 which has striking similarities to the game Infamous. 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