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Intro
The Level 1 challenge of the “Web and Mobile Games” quest in my class, E521: Current
Trends in Technical Communication, asked me to play a web or mobile game, then respond
to prompts specific to areas of concern within technical communication. Games were to be
chosen from a list approved by my instructor, Dr. Carly Finseth, and more than one game
could be played to reach the cumulative requirement of 5 hours.
From the available challenge prompts, I chose to address user experience and instructional
design. Since I’m a n00b at gaming, I believe I’m a perfect candidate for discussing these
aspects of technical communication within gaming from a non-gamer POV. In this
response, I’ll walk you through a short discussion of the games I tried, then break out my
primary takeaways in each category.
Star Trek Timelines (STT)
I’ve had a crush on Spock since I was in grade
school, and do to this day (pointy ears, logic-based
cognition, and a half-human sense of humor? Yes,
please!) I adore the cheesy social justice advocacy
of the original Star Trek series (first interracial kiss?
Another yes!), and the way the franchise has
developed this theme through the decades. I think
the franchise jumped the shark with Deep Space 9,
because the Ferengi irritate me … and
space stations can’t G O anywhere. Meeting the Borg terrified me, then 7-of-9 stole my heart
with her blend of forthrightness and bravery. Data had a feline companion named Spot,
and advocated for the value of all life by insisting Worf greet Spot properly; which Worf did,
in a totally endearing way. Kirk, Jean-Luc, and Janeway lived by their ethics, and the Prime
Directive; they are my heros. Given the chance, I’d totally go “where no (wo)man has gone
before”, but only on the Enterprise or the Voyager.
From these details you might guess how excited I was to begin the E521 challenge “web
and mobile games in technical communication” by playing Star Trek Timelines. What you
can’t guess— yet — is how one tiny game detail derailed my enthusiasm. Let me fill you in…
I grew up in the arcade era. By this, I mean my father and I went to the arcade and played
games on stand-up consoles when I was in grade school. Memories of our arcade outings
are some of the happiest I own. Pac-Man? Bring it! Centipede? Hell yes! I even remember
Asteroid. My favorite ever arcade game during my teens was Galaga. My BF and I would go
to the SUB (back when it actually had arcade games, and allowed indoor cigarette smoking)
and play for hours. I could make it past levels no one else could, and I loved knowing that if
I determined enemy flight patterns and devised a responsive attack strategy (and had quick
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reflexes!) I could fire to kill. Galaga was the best of worlds, logic and agility — with a fire
button.
So, why does my ancient gaming experience matter? Because STT doesn’t let the player
actually SHOOT anything. There is no “fire photon torpedoes” (or even “full speed ahead”).
Instead, players set up mission teams based on crew members’ predetermined skills, then
are relegated to watching the action play out.
I had been totally excited to destroy a Borg Cube, or defend the Federation from Gul Dukat
and his Cardassian brand of evil. Sadly, that’s not what this game is about. Or rather, it is,
but it isn’t. There are battles aplenty, but the only user input is strategy. Which would be
fine if my trigger finger hadn’t been itching for a fire button!
Usability and user experience
I give STT high marks for usability. As a n00b, I found it
easy to begin play. Too easy, in fact. Each time there
was a choice to be made within the game the
appropriate icon would highlight and blink. The
affordance was extremely clear, and always in yellow.
Still, the fact that there was usually only one choice to
be made left me feeling like the designers were
holding my hand. And not in a fun way.
Like going to a restaurant with only one item on the
menu, my hunger to defeat a Star Trek baddie was
unsatisfied. Each decision point was similar. On the
plus side, the battles were spectacular to behold. Yet
they played out with no input from me. My prior
choices were the only input asked of me, and
unsatisfying like that single-item menu. At one point
while playing, I thought about hopping on Amazon
Prime and watching a few episodes of Star Trek
Generations.
Instructional design
I have to applaud the designers for crafting an
innovative way to merge decades of Star Trek history
into one game. The temporal anomaly that resulted in a
merging of timelines (and in Worf being a baddie *sad
face*) is the only way this game would make sense.
This rhetorical device allows for a fun mix of crews in
situations they’d have never encountered in the linear
series environment. This screenshot allows you see
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how I could ask characters from different temporal spaces to interact. Here, I chose Spock
to question Worf in an attempt to help Worf regain his senses. Decision points like this
were also the few instances without a ‘yellow brick road’ to follow. Fun, but not satisfying.
Once I learned, in my first battle, that I didn’t have to DO anything during the action, it was
seriously easy to simply click whatever was blinking yellow, and follow the story like
watching TV.
Usability and user experience
Overall, the instructional design is probably what interfered with my user experience.
Gameplay was so linear, with decision sequences leading to action bits, that I felt like a
production executive giving the yay or nay to plot points of a TV series instead of a gamer.
Marvelous Miss Take (MMT)
Miss Take seemed like it would be an easy play, sort of the game equivalent of reading
young adult fiction. Maybe it was the fact the heroine of the story is the typical visual
embodiment of the svelte and savvy socialite. Maybe it was the fact the graphics, from
colors to structure, felt friendly. Whichever reason influenced my decision, it was a mistake!
There were so many things I hated right away about MMT that I spent just a short time
trying to figure out what to do, and how to do it. At the 45 minute mark my anxiety level
was so high I realized I was grinding my teeth and clicking my track pad with excessive
force. I also hadn’t managed to get beyond the first level while dying multiple times at the
hands of the scary guards.
While we’re on the subject of the guards, why are they all male? And why, in this age of
domestic abuse awareness, did the game designers choose to use a broad-shouldered
caricature of the prototypical ‘strong-man’ to ‘kill’ the much smaller female? I felt helpless as
I ran around corners trying to avoid the guards, all the while wondering if my only defense
was to run and hide. ‘Girl’ much?
I will disclose that I’m a survivor of domestic
abuse. I recognize this colors my meaning-making
during game interaction. Perhaps, if I’d passed
more levels I’d have earned the ability to defend
myself. But dammit, I shouldn’t have to EARN that
right!
Usability and user experience
This screenshot shows my avatar standing where
the arrow indicated I place her. Yet, nothing is
happening! I still have no idea what I was supposed to do to proceed. I tried hovering my
mouse pointer over the icons on the right, hoping something would pop up that might clue
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me in. No joy. I walked the red carpet path through the hallway and around the wall
multiple times without getting any answers. Again, no joy. The guide arrows just kept
leading back to this empty picture frame that the avatar would stand in front of while
wiggling her hips in time to the inane music. Talk about annoying! Eventually I made it
through a door (and no, not sure how), and into a tutorial segment. I’m still confused as to
why a player must endure such a frustrating mini-level to get some clues about game play
basics.
Instructional design
It was easy enough to learn how to control my character, to walk around and bump into
stuff, but understanding what to do and how to do it was an utter failure. The intro
narrative gives an overview: Miss Take will steal art and try to avoid detection. OK, sure. But
how? After passing the mini-level shown in the screenshot there was a tutorial titled
“Osborne Street”. Unfortunately, the tutorial was also my introduction to the guards, and
where I peace’d out.
My comprehensive and professional musing on MMT’s instructional design is this: “WTF?!”
PolyCraft
The game designers used the British
spelling of ‘defence’, rather than the
American ‘defense’. This left me looking
for a short man yelling “de plane, Boss,
de plane”. Not exactly the sort of thing
to inspire my confidence, and totally a
result of my cultural upbringing. I’m not
sure where British and American
English diverged, or who’s r ighter, but
it’s the little details that matter. Who’s
the target audience here? (and, am I
being USA-centric?)
Aside from the cultural bobble, I was
quite looking forward to playing. The
introductory narrative has the user
stranded on an a island inhabited by
‘feral wildlings’ that must be defended
against. I was intrigued by the use of the
word “feral” to describe an enemy. It’s an
unusual adjective to use, and one that
holds positive associations for me.
Dictonary.com defines feral as the state
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of being “wild and untamed”. As such, I’m in. I like my yard feral, my hair feral, and my life
feral. I’d put feral on my resume, if I could. I wonder if anyone else feels the same way? It
seems, from the rhetorical choice of the game creators, that being feral is seen as a bad
thing. What a shame, the world needs more feral. (And predators that hunt from above,
but that’s another story) Still, I wanted to meet these feral wildlings, and see what they
were about.
With these impressions in mind, I dove into game play. Unfortunately, in over 90 minutes, I
never met a feral wildling. What I did do was run around and build infrastructure. A lot o f
infrastructure. More infrastructure than I knew I needed. I built wood-chopping and
stone-grinding huts. I built fences (de fence, Boss, de fence!). I ate sparkly mushrooms that
gave me special jewels, but didn’t know what they were for. I got lost
more than once, and frantically ran around with a sack full of stone slung over my
shoulder, seeking my ‘village’ and somewhere to put down my rocky burden. 1.5 hours
later…
Usability and user experience
I can’t go fullscreen and don’t want to take any more ‘shrooms. What I want is an overview
of where I am, what I’ve done, and what my next steps are. Sheesh! Despite selecting the
“go fullscreen’ option, I can’t (because the control sequence doesn’t work in my browser?),
and I’m starting to get stressed when I wander away from known landmarks. I want a map
of the island, and some concrete guidance regarding how much I have left to build before I
can meet a wildling.
And, I’m bored, and a little PO’d. And — me being me — I refuse to look online for help. I
also can’t find a POV similar to the first screenshot in this section. Everything in the game is
me looking down from above, like a drone, so I’m also PO’d that the more intimate
first-person perspective seems unavailable. I’m tired of feeling like I’m getting nowhere, so I
quit without meeting a feral wildling.
Instructional design
Gameplay was easy to begin. Screen prompts indicate available challenges. With the
exception of the “go fullscreen” prompt, once a challenge is accepted the steps to complete
it are indicated by icons hovering above the thing to do or place to visit.
The biggest issue I had is with the right-hand toolbar. It’s full of icons with no clear referent
to meaning. I believe this stems from a design assumption that the player will have prior
knowledge of what the icons do based on previous gameplay. For the n00b, this is
problematic; users without prior knowledge are forced to click on each to determine its
action. I intuit that part of the fun is supposed to be figuring out controls and options, but
this user wished there was hover-text associated with the icons.
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created control input issues. I have a feeling this is ‘one of those things’ n00bs commonly
do, so the prompt was appreciated.
I was pleasantly surprised to realize I was
having fun! I didn’t feel like I was relegated
to simply watching action unfold, and I
wasn’t wondering what the point was (or
how to find out). The game designers
incorporate just the right amount of
affordance to give direction, yet retain a
sense of fun exploration. The play screen
offered a lot of information to parse, from
small overlays which inform the user of
where the baddies are, to comprehensive
details on health, assets, and available
challenges. Even so, the game felt
supportive of my learning curve.
Instructional design
From the log-in screen, AL engages the player with a tongue-in-cheek wit. As the game
loads a narrative sets the stage for play. Load-screen comments include “Flexing muscle,
carving bolts, drinking ale, sharpening swords” and other appropriately medieval tasks. If
the promise of a companion panther hadn’t already hooked me, this would have done the
trick. L
ike a Monty Python intro, AL’s opening ‘credits’ set the stage. Bravo, S
pactetime
Studios, bravo!
During play, I found tasks like switching weapons, accepting challenges, or deploying
ChiSong’s battle ability intuitive to preform. It was also clear when we picked up currency,
potions, or weapons during battle, and how to utilize our loot. I do wonder if these actions
would be as intuitive on a mobile platform, given the smaller screen area, as it was largely
the icon ecosystem alerts that let me know what my options were. I also appreciate that
gameplay stops if the user decides to investigate an icon rabbit-hole of information as
these can be complex and time-consuming, yet are vital to understanding (and surviving!)
in the game.
Overall, I give Arcane Legends two-thumbs-up and 5 stars. This is the game I’ll keep on
playing!
Conclusion
To me, it feels like many online games assume a basic understanding of the gaming
ecosystem - some mysterious and already agreed upon consensus reality - that I have no
clue about. Game tasks like understanding how to use skills, or available assets, are often
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assumed as the result of a user’s prior experience and understanding of the gaming
ecosystem through visual affordances. I see now how difficult it must be to make this
information available in what is, realistically, a limited design arena. Writing paragraphs
which describe game how-to’s feels easy (if tedious) but designing interaction to encourage
visual understanding during play feels infinitely harder.
Reviewing my assumptions prior to beginning this challenge, I thought the ‘easier’ games to
play would be the ones with less “clutter”. Marvelous Miss Take and Polycraft are two I
thought would be easy based on the limited amount of visual rhetoric. I was wrong. The
lack of a rich ecosystem made them harder, and the “rhetorical space” (including in-game
communication) was filled with childlike commentary and meaningless jibber-jabber.
Contrasting my experience in MMT and Polycraft to my ease of use in Arcane Legends and
Star Trek Timelines, I see now that the richer the ecosystem, the easier the play. Not to
mention, AL users seem to embody a more mature communication style.
Possibly the most important understanding I gained form this challenge is of gaming as a
rhetorical space. Rhetorical in the many ways; not just in communicating narrative, or play
instructions, but also as a rhetorical device to channel oneself into an online community. It
is exactly this community that drives a successful game. Considering my experience in this
class challenge, I’ve concluded a successful game addresses not only content, but context.
It’s not enough to simply ‘write instructions’ that guide the player through playing. To be
successful for a broad range of users, a game has to create an inclusive culture anchored in
context. To do so, this means not only offering a game-play narrative, but supporting the
game’s ecosystem through well-developed forums, in-game communication strategies, and
(to my surprise) a rich set of game-screen information.