Half Life 2 is now available on the Mac, so I thought I'd revisit what I thought was my favourite game of all time. I'm surprised by what I found, and wonder whether this suggests that my UX demands have increased and become more nuanced since I originally played it.
Mac specific issues
Pro: Instantaneous switching between game and any other application.
Con: Disappointing frame rate (<30fps), especially for such an old game (2004)
Game issues
Annoyed by having to replay the same section over and over again because I don't understand how the game wants me to complete the puzzle, or move on through to the next section of the game. It's presented as an semi-open world, but in reality the only interesting paths are linear. I find myself unintentionally and unknowingly backtracking sometimes because I find it hard to read where I'm supposed to go, or what I'm supposed to do. Sometimes these backtracks can be very long and tedious, giving me a very large amount of game world to explore. Ideally redundant paths should be blocked, thus helping to guide me along the intended path. Alternatively, provide dynamic, non-linear gameplay where previous parts of the gameworld still have interest and fun, and where I really can chose my own way through the game.
Loading screens. Maybe back in 2004 this was acceptable, but these days it's not. I expect background loading at all times. If you're going to insist on a loading screen, at least make it interesting, perhaps interactive in a way that's relevant and plausible. Especially you should avoid interrupting the player while they're doing something highly interactive and feedback driven, such as piloting a hovercraft! After the loading screen has completed I often go a bit out of control with the sudden return to gameplay.
Showing posts with label half life 2. Show all posts
Showing posts with label half life 2. Show all posts
Friday, 28 May 2010
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