Sunday, 21 June 2009

Play Diary: Virtua Tennis 2009

Nice title & main screen. Simple.

Play Motion Plus movie resets console & returns to main screen (might be just my dodgy version.)

Training:
When choosing the training session, I thought the big right / left arrows would move the whole set (page) of sessions. Instead it just moves them one by one. This is an example of a developer implementing their own version of a scroll bar, but in so doing they break consistency with other scroll bars (which have lots of usability testing already done on them.) - some kind of visual feedback would help; it's very hard to see any difference in the boxes as they all look very alike. Even a sliding transition would help - currently box A is immediately replaced with box B. Maybe indicate the ones you've already done successfully?

"Select your control method"
Why doesn't it remember my previously selected controller (MotionPlus)? Also why can't I see all the options at once (there are left/right arrows for controller type, but L/R handed are both shown simultaneously.)

The three part "VT Coach" screen is a nice idea, but really doesn't help with the training. "Twist your body" - I did that *loads* but it didn't seem to make any difference. The little pictures don't do a good job of showing the necessary *movement*.
"The Wiimote should be held on it's side" (does that mean with the buttons facing left instead of the normal up?)
Also, this screen uses a button "Ready", but there's no pointer control. Confusing - tried to point at the screen and click on it. Until you've seen that this button automatically goes orange after a (long) time it's not clear that this indicates that it's inactive. In a windows environment this only makes sense when seen next to other items that are in the different state; this screen only has the one button so there's nothing to compare it to that would indicate that grey means "unavailable". Why does it take so long for the button to turn orange anyway? (again, might be my version of the disc)

Not clear how to make the opponent serve the ball. There's a bit 1 in a circle on screen. I tried pressing the 1 button but that doesn't seem to work. Tried the A button but that doesn't work either. Seems like you have to press A many times while pointing at the screen. Weird, inconsistent behaviour with no feedback when you press the right or wrong button, so I have to just mash a lot.

Lag between motion and avatar is disconcerting. Doesn't appear to be 1-1 motion...?
Targeting left & right - no idea if I'm doing it right, and why not. Would like some feedback (other than binary Success/Failure - repeatedly saying "Fail!" to a student is not good encouragement!) Wouldn't it be possible to analyse the player's stroke, visually represent it relative to the kind of stroke they're supposed to do, then allow them to practice with this 'ghost'? Would be much faster than going through the whole process of receiving the ball, returning, seeing "Fail!" then starting again. Assume they'll fail for the first few times and help with it! Also passing the training should be based on being able to reproduce the move consistently. I finally got 3 successful shots (but mixed in with about 8 failures) - this means I can do the move sufficiently well?!
Would be a good Usability question to ask the player to describe how they do each shot after they've passed - good test to see whether they really learnt anything.

When trying to do a soft shot:
Annoyed at how the avatar runs around like a nutter! Also how sometimes he'll stand further away from the ball than necessary, so when I swing he's not close enough to hit it; he had plenty of time to get to the ball, he just ran around stupidly. Seems that when I move the Wiimote back he'll stop running - but then he'll actually initiate the swing even if I haven't! Grr!

Training's frustrating and boring. Gave up after intermediate 9. Why not incorporate training as part of the first play through? I feel like it's optional (and not going to help me anyway.)

Player selection screen: Good that it has equal male / female split. Would have liked to order by country. Also would have liked to see player stats (what does "various shots" mean? "Tactical player" - surely that's up to my performance...?)
After selecting player 1, why am I asked to select player 2 in a 1 player game? Is this for the computer? Then why does it not indicate that?

What's with the cheesy rock music? Horrible!
Game is slightly more interesting than training. At one point I started to feel like I might actually be getting it.
Frame rate seems pretty low, but the graphics are quite low quality, so I don't know why this would be.

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According to IGN you can control the avatar with the Nunchuck - I didn't see any mention of this in the game at all! They also say that this is a better option because the AI is pretty poor at it.
They also confirm that the MotionPlus controls are difficult.
They also comment on the low framerate, poor quality graphics and annoying music. Glad my thoughts are echoed by pro reviewers!

Videogamer also comment on the lack of auto-detection of Wiimote type.

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Options -> How To
There are Back / Next buttons (in grey - doesn't this mean unavailable...?) but the screens also automatically switch over after a time period. This is annoying as it's too short for me to read and absorb all of the information.
It looks like I am supposed to hold the remote on its side, with the buttons pointing to the left. Why is that? Why couldn't they write the game to allow me to hold it the normal way?
They mention the "Visual Assist" - but where is it? How do I enable it?

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When setting up an Exhibition mode (in the Play option on the main screen) there's a button in the top right called "Rules" (greyed out, but still available...) but it doesn't tell you the rules, it just toggles between a screen with Game mode, type, players, court ... and a screen with games, sets, tiebreaks, server, ai.

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Session 2:

Played through remaining Intermediate tutorials. Emphasised orientation of Wiimote upon impact (also held with buttons facing left / on the side.)
Couldn't get the hang of slices in Advanced.
Played a match, felt much more in control. Won 1 game, lost match.

Sunday, 31 May 2009

Play Diary: Plants Vs. Zombies

Loading Screen

Help - letter from the zombies.

Interaction
Furious clicking (casual games paper) - Why Is Peggle So Addictive? Sumantra Lahiri, 10th March 2009
Analysis: The Universal (Brain-Eating) Appeal Of Plants Vs. Zombies
by Kris Graft, May 20, 2009.
Compulsion (cybernetic feedback; sympathetic nervous system, "flight-or-fight" - physiology paper, Grodal?). c.f. Tetris, Pokemon. Kris Graft (May 29, 2009) Analysis: The Psychology Behind Item Collecting And Achievement Hoarding. Gamasutra
[Shop] First click on icons sometimes doesn't respond.
[Zen garden] Accidentally clicking on background removes action icon. Would bubble cursor help? Didn't realise for a long time that right click removes action icon too (useful) - think this applies throughout other areas of game too?

In-game
Scaffolding - introduction of plant types. (plants chosen by Chris)

Game Modes
Adventure
Core
Bowling

Survival

Puzzle
Vase Breaker.

Almanac
Didn't use it much. Sometimes reveals important data (weaknesses.)
Does narrative matter? (e.g., zombie backstory.)

Shop

Plants
I use a lot of walnuts, especially useful with splash damage weapons and slow-speed plants.

Zen Gardens
Leave the snail to automatically collect coins (screensaver mode - HUD slides off screen)
Coins spawn & snail sleeps after X seconds (even while paused when focus lost.)
Tree of knowledge - didn't use it, too expensive. Finally got all of the upgrades (50ft tree) - apparently at 1000 ft you get the real final piece of wisdom. What's the point? Less visible, less reward than traditional highscore table.
Customisation: Move tool (aethstics only, not mechanics.) - with full screen of plants you can't move any; move tool requires an empty space to move a plant into.
Uncollected coins are lost if you move to a new screen. Annoying.
Click-fest doesn't work so well here (is it because there's no challenge, no urgency?)
Watering plants is binary state, based on timer - if you water it 1 second before its timer expires you'll still have to water it again. Dumb. Reduces the screen to mindless click-fest.
Golden watering can has little use: no timer or resource constraints on use of original can; difficult to select 4 plants anyway, even when circle appears over them all (it has to cross their centre point, 1 pixel off and the plant is de-selected.) - sometimes difficult to notice that a plant isn't selected.

Audio
Turning off audio when game loses focus is a great idea. Very important when Zen Garden is running on automatic to accumulate coins.

Loading Screen

Tuesday, 5 May 2009

Research Assessment

Trying to get my head around what the best venues for publication would be.
ArnetMiner has a ranked list of conferences and journals.

This is the closest I could get to an RAE definition of how publications are assessed,

Section 2: Generic statement on criteria and working methods

"Assessment process

...

19. This is an expert review exercise. Sub-panel members will exercise their knowledge, judgement and expertise to reach a collective view on the quality profile of research described in each submission, that is the proportion of work in each submission that is judged to reach each of five quality levels from 4* to Unclassified (see Annex 1). The definition of each level relies on a conception of quality (world-leading) which is the absolute standard of quality in each UOA. Each submission will be assessed against absolute standards and will not be ranked against other submissions."

Wednesday, 29 April 2009

Valve UX - Mike Ambinder

GDC 09: Why Are Valve's Games So Polished?
Charles Onyett
US, March 26, 2009

Job title at Valve: UX Design

Ph.D. Experimental Psychology (mostly vision)
B.A. Computer Science and Psychology

Joerg Niesenhaus

Joerg Niesenhaus M.Sc. (Twitter) is an interaction design researcher at the University of Duisburg-Essen.
Previously worked in the games industry (mostly on The Settlers series as "Animation files" and "Beta Tester", and more recently in 2007 as a "Level Designer" - BlueByte / Ubisoft: IMDB, MobyGames)
His blog is game-usability.de

Friday, 24 April 2009

Prototypes and the Vertical Slice

http://news.bbc.co.uk/1/hi/technology/7012688.stm
http://www.gamedev.net/columns/events/gdc2007/article.asp?id=1031
http://sites.google.com/site/teamsketchitup/
http://www.developmag.com/tutorials/31/Grand-Rapids
http://www.developmag.com/tutorials/32/Quick-thinking
http://kimgregson.com/wordpress/2008/11/08/game-sketches-talk-by-john-buchanan-at-future-play/

How to Prototype a Game in Under 7 Days: Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester
http://www.gamasutra.com/features/20051026/gabler_01.shtml
http://www.gdcradio.net/2007/01/how_to_prototype_a_game_in_und.html

IGDA Leadership Forum 08 - "Game Prototyping" by Jamie Fristrom
http://video.google.com/videoplay?docid=-4991334930792778473&hl=en

Game Prototyping and New Product Science
http://www.igda.org/leadership/?p=111

Interesting thread with some other professional developers here,
http://www.facebook.com/profile.php?id=635786195&v=feed&story_fbid=90005042144

Sunday, 29 March 2009

Play Diary: De Blob

Is this a Blue Tongue game? I know people who work there :)

Cute attract film / title sequence, with the coloured blobs brightening up the grey landscape.

"This game automatically saves progress." Thank god!

Options screen -> Gameplay.
I tried to click on the "Back" text, but this resulted in Applying the settings (Back was next to the - symbol, to indicate that you need to press - to go back, the word itself is not clickable.)

Choose Blob's mood - nice touch (presumably this affects the soundtrack?)
Really nice FMV for the game's intro sequence. Love the lighting, really smooth blobs, like the pastel coloring.

I like the way the blobs speak, with the occasionally recognisable word (blog, INKT)
How To Get Colour: Instructional rather than embodied, but pretty colours, simple instructions, make it friendly. Also the "Do you understand?" with Again (left arrow icon) and Got it! (tick icon) - very clear.

Finished first level.

I often didn't understand things - like, do I need to complete all challenges before moving on? Do I need to paint everything before moving on? Is moving on to the next stage what I should be doing at all? What does the transform object do? (I think I have to slam it...)

Ah, I see, it tells you how many challenges, etc you achieved when you finish a level (so you can replay it to beat your best performance.) Looks like there's lots to unlock.

I like the soundtrack :)