Tuesday, July 27, 2010

How to Open a Door in 2,045 Simple Steps

I’ve started to realize certain things about design after having gotten about halfway through “The Design of Everyday Things” by Donald A. Norman. (A great book to read through if you’re interested in how things are designed and how we interact with different items, especially interesting when put in the context of videogames…that’s your cheat code of the week ;) There are so many items that we interact with that just don’t make sense. From doors that go in instead of out (or for us Montrealers a ‘poussez’ instead of a ‘tirez’) faucets that go backwards, electronics that have too many buttons and watches that are more difficult to operate even if they offer a simpler way of doing things. But this post isn’t about the book, it’s about Dark Void but more specifically, the Xbox 360 version of DV, which I’m pretty sure is very similar to the PS3 version but maybe quite different from the PC version, control wise at least. Now before I get further into it, I’ll just say that my blog posts will try to relate something about design with something I’ve seen or played recently. Just because Dark Void isn’t particularly new or particularly good (as per review scores) I can easily take pictures of the screen with my camera. Please excuse the quality of the shots.

What’s interesting about the way we use items in the world is that they should be self explanatory. The explanations you need with how to interact with something, the better experience you have with it. Simple enough. The complicated thing is getting the complicated out of the thing… yeah, you heard me.

We’ll start at the beginning, before even putting in the game, you have this controller and its design is good enough that you already have an idea of what does what, at least for a few of the buttons. So by design, on the X360 and to a lesser extent the PS3, there are two triggers which signify that they are used in so form of trigger based action. Dark Void is a 3rd person shooter, so by that definition, the triggers should be an offensive type interaction. The right trigger is indeed to shoot, however the left trigger is used to aim down the sights. I feel that this is to be blamed on games like Call of duty or Medal of Honor, where they designed the controls this way but not every game should use this functionality, or at least not map it to the left trigger, there is a left bumper. Then you run into the problem of what the gamer has learnt over past experiences, that the left trigger is aim, even if it is an arbitrary memory.



If you take a look at the first screen shot I took, you’ll see that the ‘weapon’ is on the left and the ‘grenade’ is on the right. The representation of this to how they interact with the buttons is actually backwards. It is your ‘right’ trigger that fires the gun and the ‘left bumper’ that throws the grenade. The player has to learn these things by either reading the manual or trial and error. There is no reason for those things to be placed as they are.



With the help of Photoshop, and some rudimentary editing (I, in no way claim that I’m any good with Photoshop, I’d probably have better results using MS Paint) have simply swapped the order of the weapons. Now it seems to make a bit more sense, since your left item is using your left hand and the right one is with your right hand.



Take the example further, I’ve gone and completely moved them to a new spot on the screen and it just feels much more natural and there is little memorization involved. The argument to that setup, is that the player would have to keep their eyes in two places at once in order to see how much ammo or ‘nades were left but that is simply a question of moving them to the center of the screen, keeping the focus where the action is.

Doors are an interesting object within games. It seems that everyone is trying to find the easiest way to explain to us how a door works. I see it in many other games and you'll start noticing it now that you're reading this that there is much explanation for something that most of us use daily. The ‘simple’ task of opening a door is rendered more complex that it should be. The screen shot that I took, depicts a point much later in the game, so the assumption is that the player has encountered many doors and interactive objects and knows what button does the action. Another arbitrary memorization, but in this case there was very limited choice of which button should be used. They never teach the player what button to press by using on screen cues or never realize that the player is learning as they are playing. They simply lead them to the object and then tell them what to press.



The X360 controller has 4 face buttons that have individual colours (the PS3 has 4 different colours but the example still works) that can be shown on screen to tell the player what can be done without telling them what they have to do. They could have limited the text in the game and better immersed the player in the experience by allowing the player to look for clues as to what button needs to be pressed and where.



Additionally, if the designers felt that they needed to guide the player slightly, in case they forgot what needs to be pressed, they could have integrated the command into the button, creating a seamless interaction between player and environment.



Another example is depicted here. As you take the role as an AA gunner, there is a small diagram on the bottom right telling you which of the four guns you are sitting at and what needs to be pressed to, assumedly, switch guns. Here’s where it gets tricky, the LB (Left bumper) goes to the right and the RB goes to the left. Interestingly enough, this whole mess of a situation could have been avoided, because sitting right in the middle of the screen are some gauges and buttons that could have easily been used to depict which gun you’re sitting at and which one activates next with what button press. Funny isn’t it, they built the answer into their problem.



The last item that I noticed, was their cover system. Everyone loves a good 3rd person cover game, thanks GoW! But do they really have to tell me what I can cover on with a diagram and a button associated with it? Again, this would have been a good time to use colours and visual cues to let me know what I need to do and let me discover it.



Games are about learning not about being told every step of the way what I need to do. Dark Void was actually a fun play through after having put my expectations way down but the point of this exercise was really to explore just how we use a game and how some games hold our hands too much, not talking about game objectives. I hope that after reading this article, you'll not have to think twice about a door, if the designers thought twice about you.


(All photos taken by myself, from the Xbox360 version of Dark Void published by Capcom)

Sunday, July 18, 2010

What makes that iPhone game just so irresistible




The iPhone market is one that is booming. It’s no surprise that so many games on the app store are getting the recognition that they may not have received otherwise. It’s one of those platforms, for developers, that has shaken up the current portable gaming market, even if some would argue that the DS and PSP are still the leaders in that market, they have to admit that the iMarket is not far behind. But what does it take to make the next Angry Birds? Why are some ‘killer’ apps not what they are all cracked up to be?

There isn’t really a science to anything. It’s usually a question of simple, well executed decisions. Ok, that may be a blanket statement and I’m going to get hate but just listen to this first before you flame me. Take a game like Tilt to Live on iOs. One Man Left(.com), took the idea of a double stick shooter, because there aren’t enough of those, and made it even simpler, making it even more accessible and interesting.

Though hectic, it's very addictive...so many red dots!!!

The same is true for AB. The idea is a simple one that we’ve all played before but they focused on the level diversity and the strategy required with each bird. That’s the nature of the iOs, simple games that you don’t have to rack your brain over. Again, I’m not saying that only simple games that cost .99 cents will succeed but you have to keep in mind who your audience is. So what’s the key to getting your game on the top of the charts? A well executed idea that is simple enough that anyone can pick up and play no matter how complex it gets without becoming overwhelming.

Unlockables based on performance and achievement is the way into gamers hearts.

BONUS SECTION: Ok so now that the ‘casual’ crowd has left the room, what has the core gamers out there are just as hooked on these ‘simple’ games? They are hitting the right flow of reward and challenge. That’s the tricky part with these games. Since they tend to be more bite-sized, they have to reward fairly frequently but small enough that you want to keep at it. With a game like Pix n’ Rush, the leadeboards only go so far. I agree that it is a form of reward that wants you to keep playing but it isn’t enough reward for the effort that’s being put in. Now don’t get me wrong, I love this game, I find it has a lot going for it but if I contrast the reward system with TTL, TTL gives you a reason to keep playing with all the unlockable powerups that you get through their achievement system, which I find is brilliant and games should really consider that type of reward system, but that’s a different conversation for a different day.

So now what? Well, as the old saying goes Keep It Simple Stupid…and keep em’ coming back for more with your rewards.

P.S. Your game does not need to be .99 cents to be a chart topper, it can be done with good design! You keep us happy with good design and you get us coming back for more with updates.


This is the first next step to, what I hope will be, a career in the video game industry. What am I planning to do with this blog? A bit of everything, really. Anything from interesting articles, to thoughts about things I’ve seen and even what I’m working on currently. Before I run on and get ahead of myself, let me introduce a bit of what I’m about. To say that I’ve always played games is somewhat an understatement; I’ve played games since the age of 5, starting with Super Mario Bros. on the NES and haven’t stopped since then. Where am I now? Well, I’m at the beginning, the very beginning of getting into the gaming industry, well not completely… I was co-producing a videogame podcast (http://pstp.podbean.com) That’s probably the first instance where I really began thinking critically about games and started wondering about what makes games ‘tic.’ Career wise, this is a clean slate. I don’t have any formal, or informal for that matter, education in programming or design but I do have a drive to learn more and grow in this industry. I won’t be too much longer winded than this since this is only the first post of many. This is the next step on the road to pressing start…!