Beruflich Dokumente
Kultur Dokumente
Memorability
Learnability
Satisfaction
Efficiency
about 80% of games fail on the market each year [1].
Errors
While technologies have improved rapidly, game design
has evolved slowly. No guidelines or principles have been
established to help game designers do their work.
On the other hand, HCI has been a thriving field in recent
years where a lot of innovative ideas have been generated.
These ideas lead to a variety of processes, methodologies, Figure 1. The multiple components of usability
techniques, and tools being developed and successfully Game designers may impatiently point out that, in the game
practiced in other software industries. They have helped industry, they have their own buzzword - gameplay, alias
software developers solve many of their problems. Many “playability,” which was coined by game designers and
of these problems are closely related to the problems of given extensive attention in the game industry almost 10
game design. Once they are learned and used by game years before usability began gaining any exposure in other
designers, these processes and methods can greatly improve software industries. Since the mid 80s - the golden age of
their work. Nintendo’s 8-bit and 16-bit consoles – the enormous
However, little is known about HCI in the game industry, importance of good gameplay has been recognized by game
partly because of the prevailing culture of the game designers, and thusly good gameplay has become the
industry that game designers dislike anything from ultimate goal pursued by anyone who wishes to remain in
academia. They tend to think that researchers in the the business of game design.
universities know nothing about games so that what they But after all these years of hard work, can game designers
are doing or talking about does not matter. This is simply give a clear description of what gameplay really is? Can
wrong! Researchers may not know games as well as game they show what specific efforts have been made to improve
designers do, but they do know computer and behavioral the many aspects of it? No! Today “gameplay” still
sciences well. If we agree that computer and behavioral remains as a very vague concept. It is commonly known in
sciences form the very foundation of games, we should software engineering that if you cannot define a property of
admit that game designers can learn a lot from their a software product or process, you cannot measure it. And
counterparts in academia. if you cannot measure something, you cannot improve
Let us, then, look at some of the areas of HCI, examine upon it. Thus, game designers have failed to develop any
their relationships with the corresponding areas of game useful methods or tools to evaluate and improve gameplay.
design, and see how they two can work together. By contrast, HCI researchers and practitioners have taken a
systematic and quantitative approach to not only define
usability, but also develop formal processes and methods to
improve the many aspects of it, and create a large set of
tools and databases that can help designers do their work.
Game designers, then, need to first define what gameplay is
and what attributes it has, and second, find ways to measure
these attributes. Only after achieving these goals can they
develop processes and methods to improve these attributes.
In order to do this, a layered structure may help to represent traditional communication design or UI design. In fact,
gameplay as a complex property of games. As figure 2 most game designers tend to focus exclusively on game
shows, this structure treats usability as the foundation of mechanics, where they have most expertise, and ignore the
gameplay, since usability is a universal property of all UI altogether. Under these circumstances, it is not
kinds of software. The second layer includes game-specific surprising that bad UI designs are everywhere in the game
attributes that make a game distinctive from other industry today. Here are two examples of the UIs from
application software products. These attributes are genre- some popular games currently on the market. Both show
neutral. The third layer introduces the idea of game genre. that even the most successful games can have serious flaws
Depending on different genre categories, different in term of UI design.
attributes are introduced and studied. For example, unit
balance might play an important role in RTS (real-time
strategy) games, while level and magic systems are more
critical to RPG (role-playing game) games. The topmost
layer is a highly subjective layer that deals with the nuances
and uncertainties of gameplay, in short, this layer details
whether or not the gamer likes the game. It corresponds to
satisfaction in the definition of usability.
Emotion layer
REFERENCES
1. Game Software Industry Report. In AlienBrain product
catalog. NxN software. 2001.
2. Jakob Nielsen. Usability Engineering. Academic Press,
San Diego, CA 1993.
3. Chuck Clanton. An Interpreted Demonstration of
Computer Game Design. In Proceedings of CHI. 1998.
4. Randy Angle, and William Dwyer. Effective Project
Figure 8. Sega’s Seaman made use of several cutting edge Management. In Proceedings of Game Developers
technologies - artificial life, speech recognition, and cognitive Conference. 2001.
modeling - to create a virtual sea world populated with 5. Marc Saltzman. Game Design: Secretes of the Sages.
synthetic characters. Macmillan Publishing. 2000.
6. John M. Carroll. Human-Computer Interaction in the
New Millennium. ACM press. New York, NY, 2002.
7. HCI lecture notes: think-aloud protocols. Available at
http://staff.psy.gla.ac.uk/~steve/HCI/cscln/trail1/Lecture
5.html
8. John M. Carroll. Human-Computer Interaction in the
New Millennium. ACM press. New York, NY, 2002.
9. Jakob Nielsen, and Robert L. Mack. Usability
Inspection Methods. John Wiley & Sons, Inc. 1994.
10. Jakob Nielsen, and Robert L. Mack. Usability
Inspection Methods. John Wiley & Sons, Inc. 1994.
11. Jakob Nielsen. Usability Engineering. Academic Press,
San Diego, CA 1993.
Figure 9. GOMS can be used to analyze the efficacy of FPS 12. Mickey Kawick. Real-Time Strategy Game
games such as Half Life: Counter Strike. Programming Using MS DirectX 6.0. Wordware
Other genres, such as RPG, are played in a more casual Publishing, Inc. Plano, TX, 1999.
setting that mainly involves exploration and learning, to 13. Gray, W. D., John, B. E., & Atwood, M. E. (1993)
which GOMS does not apply well. But the Model Human "Project Ernestine: A validation of GOMS for
Processor can still help game designers to improve the prediction and explanation of real-world task
efficiency of their UI designs. performance." Human-Computer Interaction, 8, 3, 237-
CONCLUSTION 209.
We have explored the many aspects of HCI research and
practices and shown their close ties to the corresponding