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Game Design and Evaluation
Randy J. Pagulayan, Thomas Fuller, Kevin Keeker, Paolo Malabuyo,
Michael C. Medlock, Ramon L. Romero, and Dennis Wixon
- Overview
- Purpose of chapter
- The intent of this chapter is to review principles and
techniques for game design and evaluation and to show how these
techniques can be extended to usability practice in general.
- Why games are important
- Multi-billion dollar industry -
- In year 2000, revenue from computer and console games reached 6.02
billion dollars in revnue up from 3.2 billion in 1994 (IDSA, 2000)
- In year 2000, over 219 million games were sold (IDSA, 2000)
- 145 million Americans played computer games last year - 5x as many
as went to America's top 5 amusement parks combined, or 2x as many as
attended Major League Baseball games
- Average age of a computer game and video game player is 28 years
old.
- 43% of computer game players are women
- Multi-national industry: US, Asia, Europe
- Games has been identified as the most fun entertainment
activity (IDSA, 2000)
- Domain Specification: Games versus Productivity Software
- Games software
- General description - goals and rules are created in game, the
possibility failure is an intended part of deisgn
- Varying definitions of computer games in the literature
- Two types; console and PC (Cassell & Jenkins, 2000)
- Five types; arcade "coin-op", consoles, PC, mainframe computers,
handhelds (Crawford, 1982)
- "Interactive Entertainment" - computer games and video games (IDSA)
- NPD genre classification and examples
- The NPD (consumer research group) Group Classification;
SuperGenre (Genre)
- Action (Platform/Scrolling Character, Action, Arcade, Other Action)
- Fighting (Wrestling, Fight/Head to Head)
- Racing (Sports Oriented Racing, Action Oriented Racing, Combat
Racing)
- Shooters (1st Person Shooters, 3rd Person Shooters, Other Shooters)
- Simulations (Flight Oriented Sim., Life Sim., Other Vehicle Sim.)
- Strategy/RPG (Adventure, Hard-Core RPG's, Real Time Strategy, Other
Strategy)
- Family Entertainment (Card/Casino Games, Quiz/Board Games, Puzzle
Games, Music/Dance Games)
- Children's Entertainment (Children's Games, Children's Creative
Fun)
- Edutainment
- Sports (Football, Baseball, Basketball, Golf, Hockey, Soccer,
Boxing, Fishing, Billiards, Hunting, Bowling, Extreme Sports,
Mult./Other)
- All Other Games
- Examples (top sellers for 2000)
- Fighting (Fight/Head to Head) - Tekken Tag Tournament (Playstation
2)
- Racing (Action Oriented Racing) - Gran Turismo 2 (Playstation)
- Family Entertainment (Music/Dance Games) - Space Channel 5
(Dreamcast)
- Simulations (Life Simulation) - The Sims (PC)
- Sports (Football) - Madden NFL 2001
- New types of games multiplayer and massively multiplier
played only on the Web.
- Productivity Software
- General description - goals and work practices exist before
software written, failure is designed out
- Productivity Goals (Preece et al., 1994)
- Increased output
- Increased quality
- Decreased cost
- Decreased errors
- Decreased labor requirements
- Decreased production time
- Increase creative and innovative ideas leading to new products
- Genre and examples
- Genres and examples
- Home reference - Encarta, Street Atlas
- Home imaging - Photosuite
- Home finance - Quicken
- Office suites - MS Office
- Databases - Filemaker Pro
- Internet Publishing - GoLive, Dreamweaver
- OS - Windows, Macintosh
- Other types of entertainments software
- WebTV/Tivo - computer interfaces to access entertainment
- Home publishing - design and produce projects for fun and
entertainment
- Information providing or sharing software - website, web
communities, personal sites
- Summary
- Principles and Challenges of Game Design
- Challenges of game design
- Like any entertainment product games are completely optional,
user has a choice whether to play any game or do something else, thus
games need to appeal directly to user/consumer
- Games is a highly competitive space dozens of games exist in
each genre; any successful game encourages many imitators
- Games must exploit new technology on the PC and on consoles
- Engaging, involving user, immersion
- Must be immediately engaging
- Must keep user attention over extended periods of time
- Many games require motor skills (or their development); the
hardware is not standardized and the relation between controls and
functions is not determined by broad industry standards and
conventions.
- Limitations and constraints of input devices depending on
platform/genre (examples of each)
- keyboard/mouse
- gamepads, joysticks
- steering wheels
- other (maracas, etc)
- Staging user's difficulty (problem solving, motor skills)
- Matching different skill levels for initial experience
- Appropriately matching the progression of users' skill over
time
- Schedules of reinforcement/reward
- Providing for failure without abandonment
- Setup
- Must be usable, but also attractive
- Traditional usability principles and techniques apply
- Principles and tools of game design
- Increased importance on aesthetics (i.e. graphics and sound)
- Story line - Fantasy component/Story line - acknowledge Schell
- Mission design - creating a series of objectives in a defined
environment - sometimes used like a tutorial (e.g. Starcraft)
- Use of creativity and novelty in games as opposed to striving
for consistency (productivity)
- Full disclosure of information (productivity) versus paced
disclosure (games)
- Tutorials - teaching mechanics (games) versus knowledge
(productivity)
- Level design - creating progressive difficulty and challenge
- Set up - apply all typical principles and methods
- User research in games
- Implications of principles and challenges of game design
- What are the important variables to measure?
- Fun
- Satisfaction
- Willingness to continue with product
- Expectancies
- Pace
- User commitment
- "Eye-catching"
- 10 seconds
- 10 minutes
- 10 hours
- 100 hours
- General Appeal (graphics, controls, sound)
- Usability/Efficiency (menus, game shell, settings)
- Performance interaction (i.e. can users use input devices,
controller mappings)
- Introduction to Methods at MS - Principles in Practice
- Survey techniques
- Addresses
- Fun
- Satisfaction
- Willingness to continue
- Pace
- User commitment (short term)
- General Appeal
- Sampling - need to quantify subjective experience, increasing
N
- Example -unstructured play sessions with target consumers,
open-playing environment, questionnaires following
- Traditional usability techniques
- Addresses
- Expectancies
- Usability/Efficiency
- Performance interaction (input device)
- Uncovers interaction details that effect the variables like fun,
willingness to continue, etc.
- Examples
- Usability test (open-ended)
- Usability test (structured) /benchmark
- Expert Reviews
- Paper prototypes
- RITE method - used in tutorial design
- Focus groups
- Addresses
- General Appeal
- User-Commitment ("eye-catching")
- Example - naming research, general features, box art, game
expectations
- Deep gameplay
- Addresses
- Willingness to Continue
- User commitment (long-term)
- Level design
- Mission design
- Novelty
- Example
- Beta
- Recon
- Field Research
- Experts
- Empirical guideline documents
- Addresses which principle(s)?
- Expectancies
- Usability/Efficiency
- Performance Interaction
- Examples - Documents based on empirical findings from past
usability tests, and other research (Tutorial Design Guidelines doc,
Game Shell Design Principles, etc)
- Conclusions
- Traditional usability heuristics apply well to game shell design
and the design some elements within a game
- Games drive new technology and thus present new interface
paradigms
- Games re-present a rich space for researching, communication,
distraction, attention
- Games will develop an intellectual and critical discipline like
films
- Games will continue to be controversial in society
- Theory and methodology for game design will continue to develop
an have an increasing influence on interface design and evaluation
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