Showing posts with label game usability. Show all posts
Showing posts with label game usability. Show all posts

Wednesday, 30 November 2011

Change blindness and Plants Vs Zombies

For all you following my twitter feed (it's @GameUXTwit by the way) you may remember about 3 months ago I posted about an issue I found with the Plants vs Zombies tutorial:
Found a UX issue with the tutorial whilst showing it to the GF's Mum. Strangely pleased to find fault in a masterpiece.
The problem

Below is a screenshot from the iPad tutorial:


It's fairly clear what you're being asked to do. As it says, tap on the seed packet to pick it up. Then the below screen appears:


Quite a significant change yes? Once more, it's obvious what's needed... but is it? Only if you know where to look. Both sets of instructions are placed in the same position in the screen. Unless the player specifically looks to see if the instructions have changed they may not realise. This is what occurred when I showed the game. The player suffered from change blindness.

Change blindness is where people fail to spot large changes in their visual field simply because they are not paying attention to that area as the change occurs. Essentially if you're not looking directly at the area in a screen when it changes, it gets very hard to see these changes. You can see some change blindness examples here, but the most famous example is this exercise here. For all you who are passe with this, here's a more modern version.

This means that unless the player is aware the instructions have changed, or chooses to look/reread the instructions in the second screen there's a risk they may not notice the change, and so be unsure what to do next.

The solution

There's actually a fairly easy fix - remove the potential of change blindness occurring by deliberately moving the location of the text between each message/screen. See the mock ups below:


The text moves between screens, highlighting the change in instructions. Simple - but the issue should be resolved. Further testing would ideally be performed, to ensure the solution does fix the issue, and to ensure no further issues have been introduced by using this fix.

Additional - apparently as well as change blindness there's such a thing as change deafness. Game designers take note! In fact I'm sure you could take advantage of both in a horror game.

Thanks for reading! :)

Sunday, 15 May 2011

Assassins Creed Brotherhood game usability review

I've recently got into Assassins Creed Brotherhood in quite a significant way. So much so I played it all the way to the dreaded red ring of death! It's official I liked a game so much I played it till my XBox killed itself.

This has meant I've not really been able to pull my thoughts together as completely as I should have done, as the game's no longer available to me. In spite of this, here's my Assassins Creed Brotherhood game usability findings:

  • Confusing story
  • In some missions the game adds arbitrary additional rules that restrict the payers freedom and control
  • Clumsy introduction to controls
  • Poor combat
  • Poor map icons/controls
Still as I say - I killed my XBox for this game, it's great. I can't wait for November - bring on Assassins Creed Revelations! 

Confusing story
One of the main reasons I play games is for their (admittedly often poor) stories. Assassins Creed Brotherhood (ACB) left me totally cold. It carried on directly from where AC2 left off, and having had no contact with AC2 I was baffled by what was going on on-screen.

There was a very short, confusing attempt to get players up to speed, but I feel it was very much aimed at previous players picking up this game after a break. No help for newbies! There could have been an option to see an extended version for new players, as it was they were left in the cold.

The end result was that I really couldn't have cared less about the characters - I didn't even understand who half of them were, what their relationship to me was, or why I should care what happened to them.

It also meant that I avoided the missions which advanced the story like the plague. I couldn't be bothered to do these people's busywork and it didn't entertain me as much as the rest of the possibilities available to me in Rome.

Arbitrary additional rules that restrict freedom
One of the complaints I've heard regularly about the previous games is the repetitive nature of the missions. I really didn't think it suffered from this too badly, but I did object when the game decided to apply arbitrary rules.

I'd be given a mission, say, go kill this man, but the game would then also apply a new restriction - for example don't kill any other guards. This restriction wasn't auditory, but was flashed up in small text to the side of the screen. Instructions placed away from where I'm attending (the center of the screen) are hard to notice, so it took me a long time to realised these restrictions were there. I only discovered the problem when I was forced to restart the mission after popping a nearby guard for fun.

It's was a real irritant, as it placed a seemingly arbitrary restriction on the game. If the story provided some explanation for these restrictions I would have been more willing to accept them, but they really just gave the impression of arbitrarily increasing the difficulty.

Strangely, the game sometimes offered these types of restrictions in a way that worked very well - as optional added achievements in a mission. Note the word 'optional'. For full marks ("full synchronisation") the player can complete the mission whilst fulfilling this secondary mission, but it's not mandatory. This is a much better approach to take, highlighting the more difficult 'route' for more skilled/committed players.

Clumsy introduction to controls 
The game introduced the controls remarkably badly! There's no denying the complexity of the controls, and the game just a few half-hearted attempts to introduce them before throwing the player into the deep end. Once more this could be a symptom of assuming the player had played the previous game.


An example - the 'leap of faith' (a signature move for the game), where the player jumps from the top of a building and landing safely (usually in a haystack). I was asked to perform one as Desmond, before the game explained how it was done. It was explained later in the game - too late! I'd wasted quite a bit of time doing a little dance precariously over a drop, sitting, standing, jumping on the spot, swinging at thin air, etc. Must have been very entertaining,


The game really needed more care to be taken in introducing it's controls to new players.

Poor combat

This is a complaint that the Assasins Creed series generates regularly. Fighting really felt a bit like a duck shoot. I'd be surrounded by enemies, and they'd all queue politely take turns to fall on my sword.

I think the designers should have a close look at Batman Arkham Asylum to see a game that handles combat really well. It felt more responsive, and free flowing than that available in ACB.

Poor map icons/controls
A more minor issue - but an irritating one for me. When wandering Rome I often had to go through the menus to look at the map. When I say often, I mean 'once every 10 seconds or so' (I'm pretty poor at pathfinding). 


There's several issues with the map, the first with it being so hard to get to. To open it up you need to pause the game, move to the third item down, select, and then zoom in (about 6 button presses). I was just looking in the manual for a suitable button for a shortcut and I've just realised there is one, the select button... doh!


Even some of the map icons are poor - the same icons are used to show unsold locations and locations on a different level. I spent a long time trying to find mysterious unpurchased locations.


The maps also quickly get covered in an array of icons - 90% are not useful at any one time. It could be useful to give the player the ability to hide groups of icons at a time (for example hide all the purchased locations), but keep the unsold. Or hide all the icons except missions.

Conclusions
When ACB was released there was a massive marketing push, suggesting Ubisoft the publisher hoped to market to new players. However, the game is quite difficult for new players to use. I don't feel these issues I've highlighted would sit well with the new players picking up the game for the first time. This could have been easily addressed with a few small changes. Much more attention should have been paid to the usability of the game, especially it's initial introduction to both the story and controls. 

Having said all this - I really enjoyed the game. It's great fun and gives you so much freedom. I'll certainly be playing the next one (especially now I've worked out the controls...). 

Sunday, 16 January 2011

iPhone Scrabble apps

Round 1... FIGHT!

A quick review on the difference between the big 2 iPhone Scrabble apps - Newtoy Inc.'s Words With Friends and EA Nederland's Scrabble.

Functionality
The 2 Scrabble games have surprisingly large differences in the game modes they offer.

Words With Friends offers:
  • Online play (either with friends or with a random stranger). Notifications are sent to the phone to let the player know when the other player has played.
  • 'Hotseat' play with another person on the same phone. 
Both of these modes are 2 player only.
Scrabble offers:
  • 'Hotseat' play with up to 4 other players.
  • Single player against the computer.
  • 2 player multiplayer, using a local wifi. 2 separate iPhones with the Scrabble app are required to play this mode.
Both offer useful game modes. In fact my Scrabble habits mean I keep both on my phone for the differing modes offered. Words With Friends online remote play is great. It means I can play with friends no matter when/where they are (I'm having an exciting game with a friend in America right now). The notifications are a nice touch as it means it's hard to forget about a game (even if it does play havoc with my work!).

Scrabble's ability to play against the computer is great for when I just want to play several turns in a row then and there. Words with Friends must be played with another person... making it a slow game (much like real scrabble really). I also make heavy use out of the 'hotseat' play, as it means many people can get involved at once.

One of the more surprising inclusions is Scrabble's 'online' play, needing a local wifi connection and 2 phones. This is very restrictive, and even when this is the case, it's just easier to use the 1 phone!

Experience/Usability
While both apps have advantages and disadvantages with regards to their functionality, there's 1 clear winner with the user experience of the apps.

Words with Friends is so much more engaging than Scrabble. This is apparant throughout your interation with the app:
  • The most obvious difference is the responsiveness of the touch controls. Using Words with Friends the pieces flow around the screen responding to your every touch. Scrabble seems sluggish and unresponsive in comparison.
  • Words With Friends allows you to have several concurrent games being played at any 1 time. I'm not what the limit is, but I've never hit it. Scrabble, on the other hand only allows 1 game to be ongoing at any one time. Half way through playing against the computer, but want to play hotseat with your friends? Which do you want more?
  • In order to continue a game using Scrabble required 3 'clicks'. Words with Friends needs 1. It's so much quicker to pick up a your phone and get playing. This is particularly unforgivable as Scrabble can only save 1 game at a time anyway, it's pretty obvious what game I want to play!
  • Both offer the 'shuffle' ability - shake the phone to see your pieces jumbled up. The aim is to give you inspiration for your next move. With you shuffle using Scrabble you need to shake the phone fairly hard (I thought the app didn't offer the feature at all at first!). The pieces drop off the screen, returning in a different order. Removing them from the screen is a mistake. When this first occurred I thought I'd swapped all my letters! Words with Friends shuffles much more easily, a small flick of the wrist is all that's required. During the shuffle the letters remain on the screen. Significantly reducing the risk of mis-interpreting what's occuring.
  • Finally, the visibility of Words with Friends is is so much greater than Scrabble, which has tried to stick with the 'Scrabble' style. While this works with the board game. It's less successful on a small screen.

Which is easier to read?
  • It's not a one-way street though. Words with Friends MUST have signal before it can be opened. You can't plan your next move on the tube. A real irritant. I'm surprised it doesn't save your move for when signal returns... or at least allow you to look.
  • BONUS NEW FACTS - Another finding I couldn't reproduce earlier. Blank tiles. To place a blank tile using the Scrabble app the user must scroll through the alphabet using left and right arrows. This may take some time. However using the Words with Friends app the screen is replaced with the alphabet. 1 press is all that's required.
     Much faster = happier player.
1 app requires 1 click, 1 can take up to 26!
    Conclusion
    Of the 2 applications, Words with Friends is a much better experience to play with. Throughout the whole interaction, it shines with a polish Scrabble can't even approach.

    Thursday, 19 August 2010

    Gaming Grandmas

    Prepare to see more of this
    An awesome blog post from Belinda Parmar. In it she describes some unexpected behaviour by over 55 female smart-phone users. What was most interesting to readers of this blog is their use of games:
    When it comes to downloading apps on their smart-phones, one in five women stated that their favourite app was a gaming app
    Gaming Grandmas? Oh yes. It's great to see, it really is.


    Many of those over 55 smart-phone gamers will probably be discovering electronic games (or at least game genres) for the first time. It's safe to say the majority aren't going to be classed as 'hardcore gamers'. They will need user friendly, welcoming (casual) games.

    If you want your target audience to include these older smart phone users, then a big focus on game usability and game usability testing will be needed. As the article points out, 1/3 of the UK population is over 50.

    The baby boomers are starting to play games in real numbers. Here they come.

    Thursday, 15 July 2010

    Torchlight - Game usability quick review


    I’m playing Torchlight. I’m stuck.

    Not because it’s too difficult, quite the opposite, it’s too damn easy.

    Right at the start of the game I was asked to select a difficulty. I didn’t want to be taxed too much – this was to be my “switch off in the evening after a hard days work” game so I decided to select ‘Easy’. I now regret the choice.

    About 3 hours in, the game is literally a breeze. I heal faster then the bad guys can damage me. The only way I realise I’m in a boss battle is that they take more than one hit, and can cause me more than 1 point of damage. After realising the game wasn’t even a small challenge any more, I decided to ramp up the difficulty – only to find I couldn’t. The difficulty I selected at the start – before playing any of the game – was final.

    Why? Why force the player to decide the difficulty at all, especially before play?  And then – why not allow them to change it later? That’s poor design.

    There are many excellent examples of game difficulty adjusting to player skill/level (a la Oblivion), or perhaps Torchlight could take a leaf from Call of Duty 4’s book (A mini level to assess the player’s skill level). This could also allow players to try out the different character types before making a commitment.

    Giving game difficulty control to players is rather dull, it’s not sexy or glamorous, but it does need to be implemented well, or it can ruin a play experience.

    Sunday, 13 June 2010

    The poor usability of friends lists

    Just read a great interview with John Vechey, Popcap co-founder. He has some great opinions about Facebook and friends lists:
    I'm very pro-Facebook. I never want to make a friends list again... I hate making friends lists in games. Take League of Legends - I was playing for three weeks until I found out some of my friends had been playing!
    The problems with friends lists as a concept include:
    • For some games you have to re-create the list each time
    • The need to know which of your friends to add - you've got to stay in contact externally to keep track of who's playing what
    • They involve the input of a complex string of characters (an email of series of numbers). This is less of an issue with a PC, but with consoles this turns into a real effort
    Efforts have been made to reduce the pain for example using shared lists on the consoles and Steam, among others. But why bother at all? Most people have a ready made friends list in Facebook.
    I've seen Blizzard is looking to get into Facebook - and it's not a moment too soon!

    There are some provisos however:
    • The game must not spam/announce to all your friends on Facebook what you are doing, at least not by default (I'm sure several people don't want all their friends to know they're playing Dead Or Alive Paradise!)
    • The game should allow you to add other people the traditional method (many people aren't 'Facebook friends' with everyone they play games with) 
    Further research would have to be done with gamers to find more provisos and the ideal behavior of a friends list when merged with Facebook.

    The additional benefit of keeping track of achievements and progress, combined with player controlled (and I really mean player controlled) invitations would certainly help pull gamers together.

    Monday, 12 April 2010

    Wii Fit Plus game usability review

    I recently did a game usability review of Wii Fit. I  suggested a couple of changes, and ended by saying that I wouldn't be getting it myself due to a lack of space - at least until we move. I haven't moved, but I have broken and got Wii Fit Plus. What can I say? I'm weak. That and whenever we visit my brother, a proud owner of Wii Fit, the girlfriend and I are always on it. The decision was made (... that and we suddenly realised we spend far too much time sitting on our behinds doing very little).

    So - my game usability review for Wii Fit Plus.

    In my last write up I suggested for 3 key changes.
    1. A shortcut to switch between players profiles when several people are playing together.
    2. A choice to allow people to hide their BMI/weight from other players.
    3. Multiplayer - to allow people to play together.
    I made these suggestions after playing the original Wii Fit. This was before I got my grubby hands on Wii Fit Plus. So how does the second iteration of Wii Fit do? When compared to my suggestions I'd give it a 1 out for 3.

    It DOES offer a shortcut to switch between players. You've now got a small button in the bottom right corner, allowing you to select other Miis. This means if/when several of you are playing together you can much more easily switch between you (meaning the balance board won't complain when someone else tries to gets on as you).

    It DOESN'T allow players to hide their BMI/weight when joining.

    It DOES allow exercising in a pair - but only jogging, not anything else. This is fine, not many houses have multiple balance boards anyway. The game also offers a multiplayer option, allowing lots of you to play together.

    So why not 2 out of 3. The 2 it DOES do aren't done properly (see below).

    Alrighty...

    Issues

    The 'multiplayer' mode doesn't save your 'progress'. The length of time you spend playing and the high scores you achieve are lost ("fit cash")(both when you leave multiplayer mode and in someone elses training after using the 'switch' control). Why? They should be saved in the player's Wii Fit profile (if they have one).

    Switching between players isn't a true 'switch'. The advanced levels a player has unlocked aren't offered - only those associated with the original player selected. Also getting a high scores doesn't have any effect (i.e. achieving a good score won't unlock the advanced mode). However if you are the original player selected then you CAN unlock advanced modes.

    Players are going to get confused - "Why can't I play advanced cycling? I unlocked it yesterday!", "How come you just unlocked advanced? I got a higher score!". The game should properly switch between players, all unlocked advanced modes for that players account should be offered, as well as allowing the player to unlock further advanced modes if they do well.

    Whilst the game does offer 2 player jogging, only 1 '2 player' mode is offered. I'm not sure why a 2 player option isn't offered for all the jogging modes?

    Additional suggestions from my girlfriend - The ability to turn off tips. She sees them a "patronising, annoying little shits". Also - to have the ability to play without music. We wanted to listen to a new CD yesterday, but couldn't as the games often needs sound to play well. Joggers often have an MP3 player with them - it's easier and more fulfilling to exercise with your own music playing. The game should support this.

    General list of positives

    So I've been rather down on the game. But overall I am a fan. Here's some positives:
    • The game uses other Miis whilst playing - there's nothing like throwing a snowball at your mother or seeing your housemates doing the activities with you.
    • Allowing you to create and personalise your own exercise regimes is a nice touch, meaning you don't have to interrupt your heavy yoga session selecting the next exercise. BUT the process to set up the regimes is FAR too complex (a blog post in itself I believe...)
    • The Wii Fit age is a great way to both measure your progress and get competitive with others - I went from 20 to 38 years in a day though, so I'm not entirely convinced of it's reliability.
    •  Great new games (cycling, segway, tilt city and the obstacle course stand out) and more advanced versions of old classics (table tilt and balance bubble)
    • Overall a good variety of activities - yoga, muscle workouts, balance games - there's not many games about that allow you to do some yoga, then some kung fu, before finishing off flapping like a chicken!
    As I say, I'm a fan of Wii Fit generally, it's a great game. But there's lot of little snags that noticeably reduce the user experience in this version. This wouldn't be a major issue, but a lot of these are pretty simple stuff, and as I mentioned before, this is a sequel, this sort of minor issues should be ironed out by now. Nintendo must try harder...

    Sunday, 28 February 2010

    Pocket god game usability playtest - part 2 - solutions

    Ok, so, first of all the game usability issues encountered by the game tester, broken down into high, medium and low priority:

    HIGH
    • Game aims/type unclear
    • Help too long and unclear
    • Overwhelming amount of functionality
    MEDIUM
    • Controls not clear initially
    • 'Open Feint' wasn't explained
    • Started at episode 29 with no explanation  about the earlier episodes
    LOW
    • The request to allow push notifications was unclear
    • Unclear when items/environment options are toggled on or off
    * Disclaimer * 1 play test is far too small a number to truly be able to draw conclusions on the issues in the game (you need at the bare minimum 6 to be able to start drawing more reliable conclusions), but I'm running with what data I have...

    Game aims/type unclear
    Traditionally people know what type of game they are buying/getting. The game's background or premise is typically setup using an introduction movie. Pocket God cannot rely on people knowing the type of game, as people often download iPhone games on the spur of the moment. This leads to players not knowing what they’re getting into. This is exacerbated by not providing an introduction to the game.

    The introductory page to the Pocket God help states:
    Welcome to the Island of Oog, on an island inside your iPod/iPhone live the Pygmies, a tiny race of people that worship an unseen force... YOU. You are their God and it is your responsibility to keep them in line and guide them through their ongoing adventures.
    I feel this doesn't sufficiently explain the game. The playtester thought she had to try and keep the pygmies alive/prosperous. This was why she got so upset when the pygmies started dying. The introduction needs to explain that the fun starts when you're willing to let the pygmies die, as they can be replaced easily. 


    The intro text should be clarified, making it clearer what the aim of this game is. An introduction could also be added (this doesn't necessarily have to be a movie, it could be a series of images like Beneath a Steel Sky).

    Overwhelming amount of functionality/Help too long and unclear 
    I recently praised Batman Arkham Asylum for its well paced gradual introduction of controls. The problem with Pocket God is that as there's no storyline, there's no clear path through the game through which to introduce the different features. There's no storyline, all the functionality is available from the off, leading to this feeling of being overwhelmed by our playtester.

    Pocket God could add a tutorial, introducing players to the different 'activities' available... But this undermines the spirit of exploration and discovery that the game relies on ("ooo look, I can throw them into the volcano!").

    An alternative - I think the best way for the player to learn any game is to gradually seek out new functionality at their own pace. If Pocket God initially loaded with just 1 area available, this could act as a 'nursery' area for the player to come to terms with some of the more basic controls before allowing the player to approach the other areas in their own time, downloading them whenever they felt ready. This could also be applied to the different 'episodes'.

    This approach of essentially splitting the areas would allow the help text to be split up. Of the 34 pages of help, 10 are generic, 4 are for 1 area, 3 for another, 5 for a third, 3 for a fourth... and 3 for a fifth. A lot of these pages are presented when they aren't relevant - why do I care about the T-Rex when I'm in the underwater area? If the pages in the help text were context specific (only show the help text for the area I'm currently in) this would simplify the text significantly.

    The help text could be split into 3 sections to further reduce the number of pages presented at any one time:
    1. Overall controls
    2. What can be done here?
    3. Open Feint/Social
    Controls not clear initially
    The controls are translucent. While it makes sense to try and be as efficient with screen space on the small iPhone screen, there's a risk (as seen here) that players miss the controls entirely.

    I would suggest researching a little more to see how often this problem occurs with new players, and if it is a common problem to offer an option to set the controls to opaque or translucent, with opaque the default selection.


    'Open Feint' wasn't explained
    What is 'Open Feint'? Is it another app? How is it related to Pocket God? None of these questions are answered sufficiently.

    There's no attempt to sell it at all. Imagine users as surly teenagers (several are) asking "what's in it for me?". Explain what's to be gained in signing up to this thing, e.g. See how your friends are doing by signing up to Open Feint - think Facebook meets games! (I stole the end from the Open Feint site).

    As a backup, ensure a negative decision can be reversed easily (I think this is already the case, but couldn't be tested as the playtester signed herself up).

    6 of the help pages attempted to explain Open Feint, but do a poor job. The explanations are text heavy, and I was unable to find the pages demonstrated when I attempted to use Open Feint myself. I think this functionality needs a video (implausible on the iPhone) or explanation text in the application itself.

    Started at episode 29 with no explanation  about the earlier episodes
    It must be good advertising to display clearly each time the game's updated... great for return users, not so good for first-timers. As the play tester said - "Episode 29? What about the other episodes???"

    There's a couple of options with this issue:

    Option 1 - do nothing. It makes no difference to the player, this problem doesn't interfere with their play (although it does un-nerve the player slightly during their initial play).
    Option 2 - give the player control to advance 'episodes' at their own pace. I.e. they initially start the game in episode 1, with an option to move onto 2, 3, etc whenever they chose.
    Option 3 - don't show the episode number when the game is initially loaded, display only on subsequent openings of the game.

    The request to allow push notifications was unclear
    This will be a common issue for many apps. What are 'push notifications'? And even those who know what they are, how often will they be coming in?

    I just realised I didn't really know what they are, and after 5 minutes of studious internet research I'm now... none the wiser. I can't find much about what they are, other than they're the little red blogs apps get in their corner to let you know something's happened.

    Much like the Open Feint issue Apple need a 'What are push notifications?' link each time this question is asked. There should also be another link/a following page detailing exactly how the push notifications will be handled by the specific application. Allowing users to read and learn about unknowns will massively increase the likelihood of people agreeing to said unknowns (or 'knowns' as they would then be... known).

    Unclear when items/environment options are toggled on or off
    I was working with a client just a couple of weeks ago who encountered the exact same problem. The 'on' selection looked very similar to the 'off' selection. This meant participants were forced to switch the option on and off several times before they could see the difference.

    The solution is to differentiate the two states more clearly. This could be done by changing the on/off state from a subtle glowing around the silhouette to clear colour changes. Or using ticks and crosses alongside the silhouette.

    Conclusion
    Pocket God needs several changes before I could say that they support new users. It appears to have suffered game usability growing pains. Designs that were suitable initially have suffered with the increase in content. While I'm sure more experienced players will be able to overcome several of the game usability issues discussed with no problems, the issues will remain for more 'casual' gamers.

    Next time - A discussion on 2 attempts to introduce achievements in iPhone games...

    Friday, 29 January 2010

    Pocket God - game usability playtest part 1

    I recently ran a game usability playtest of Pocket God on the iPhone. Why that game? It's developers Bolt Creative recently claimed that it's been downloaded 2 million times. I was intrigued to see the appraoch the developers took to keep the game fresh - to release regular free updates (30 "episodes" over just over a year).

    With so much additional content being added to the core game I was curious to see how the game introduced itself to a new player. I decided to conduct a very-mini playtest, consisting of 1 tester. Step forward test subject number 1 (the girlfriend).

    Test subject number 1
    Preferred genre -  Strategy/Puzzle
    Favourite game - Ceasar 3
    Systems owned - iPhone and PC/Mac (some play time on the Wii)
    Average time playing per week - 2-3 hours

    *Disclaimers*
    1. I had no contact with the game before the playtest -  I didn't know anything about the controls or content. Not ideal for a playtest, but it was necessary (the iPhone used for the playtest was owned by test subject number 1).
    2. I deliberately didn't allow test subject 1 to read any information about the game before the playtest - not even the reviews. She would normally have read the reviews, and learnt about the game to a much greater degree before purchasing. A lot of the issues encountered wouldn't have been encountered in real life (as the tester would have read around the game before commencing). I wanted to enact a spontaneous purchase.
    The playtest

    I'm just going to write what happened:

    Before the game loads, an 'Open Feint' window appears and requests to use the players data. The tester (hereafter referred to as her, or she) was unsure what this was for. She thought it was a different application altogether and guessed it was some form of social tool (it is, but there's no explanation - what it is, or what you'd want to sign up to it for).

    Next she asked if they want push notifications. "Are these warning messages? How often will I be warned?"

    The game starts and informs her that episode 29 is loading - "Episode 29? Why start on episode 29?"

    The game loads with 1 pygmy on the screen... it picks up a fishing rod and starts to fish. Almost immediately it is pulled into the sea and eaten by a shark - much to her dismay. She's left with no one on the screen anymore. She doesn't notice the 'add pygmy' button in the top of the screen. She gets distressed.

    With some assistance she notices the controls in the top of the screen. They load the help, which offers some explanatory text... but this is rather small and hard to read. There's a total of 34 help pages - too much for her to take in. They started reading... then gave up. She gets distressed. "Ice monster? What? I'm meant to throw the pygmies at the ice monster? How? Why?"

    She creates a couple of pygmies and tries dragging one around. Succeeds in dropping the pygmy into the sea, where it quickly drowns before she can pull it out again. She gets distressed.

    After a couple of minutes she is starting to get to grips with the controls. However, they still felt overwhelmed - "There's too much...".

    Pulling up the map she accidentally takes the pygmies to the 'underwater zone' "Are we underwater now? Why?". She panics, fearing the pygmies would drown.

    Finding the toggle controls (where the player has the ability to toggle various interactive aspects of the zones on and off). She toggles a couple of options, but is unsure what they control "Are they on or off? What are they?"

    After 5 minutes of the playtest she abandons the game. "I just don't know what to do..." She believed she was playing the game incorrectly, that there was a way to be benevolent and save the pygmies from their rather gruesome fates.

    After playing

    After playing she went online to see what she was missing. Reading the Wikipedia entry, the tester realised the whole point of the game was essentially to torture and kill the pygmies in a variety of amusing ways... This didn't appeal to them. The game was not to their taste, but they were still able to find several issues. The biggest being:
    • The game never introduced itself to the player - there was insufficient help and no tutorial. It was also unclear exactly what kind of game it was (a sim-killer)
    I'll discuss the other issues, and how they could resolve some of them next time!

    Friday, 22 January 2010

    Context of game play is key - Part 2

    I'm playing a few classic older games at the moment:
    • Fallout 3
    • Mass Effect
    • Bioshock
    All great games circa 2007-8. Why so old?

    Up to recently, I didn't have much of a chance to play games. I lived with my Grandfather, he had 1 TV, he watched it a lot. This meant if I wanted to play any console game I had to wait for him to walk away from the TV (not a regular occurrence). Then I would sneak on and have a gaming frenzy.

    Unfortunately as that wasn't that often, I was reduced to playing games on my old conked out PC. In the cold cold cold spare bedroom. If I wanted to play a game I'd have to wrap up like a Michelin man. Unsurprisingly I fell out of the habit.

    "I'm off to game!"

    That's a major problem with games, they take up an entire living room. If you're playing, it's hard for someone else to be in the room doing something else. One of you will distract the other. There's a great shot of me playing Dead Space Extraction in the front room with headphones on, trying to be discreet. I managed to distract the housemates watching TV by flailing my arms around (physical attacks in the game) and jumping (scary bits).

    The solution? There is none. Get headphones, get a PSP/DS... That's about it. You're then either still taking up the TV or playing on a much smaller screen. Players know you need a room, it's one of the prices of entry (you know, in addition to the actual prices for games/equipment themselves).

    It also has an implication for how you go about playtesting games - natural environment (in the lab or in the players homes), familiar company (friends and family), etc, etc. This is a further blog post for another day though...

    Coming up shortly - iPhone Pocket God playtest! oooooo...

    Sunday, 10 January 2010

    Context of game play is key - Part 1

    The world needs me. I'm busy saving the world.

    I'm mid-way through Final Fantasy 7, a game that blew me away last time I played it. As soon as I saw it on PSN I know I had to go back and play it all over again. I spent 2 late nights trying to coax PSN to accept my hacked PSP. It was hard, work, but I did it!

    Final Fantasy 7. Great game. I clocked 70 hours when I first played it through the first time around on the PlayStation 1. Now I'm playing it again. I should be loving it, but I'm bored... it's not the same as last time. This time around, it's different. Things have changed, but what?

    PSPortable

    The PSP is (obviously) a different piece of equipment to PlayStation 1 - you play in totally different situations:

    PS1 - Large screen, good sound, non-portable.
    PSP - small screen, poor sound, portable.

    I think this is the key problem. I now play the game in totally different situations than previously. The first time through it was only played in the front room. On my own, with a large screen dominating my vision, and with nothing else going on.

    Playing on the PSP means I can play the game anywhere. This is both a blessing and a curse. It means I can play ANYWHERE! I've played whilst cooking, in front of the TV, whilst on the train... other things are going on around me. I'm not as wrapped up in the story as I once was, my attention is now split between the game and everything else occurring around me.

    I can also drop out of the game whenever I want. I'm not obliged to listen to this or that cut scene, I don't need to stick with it to the next save point.

    This problem is made worse because I often play the game without sound, so I don't interrupt people around me. I've removed one of the key affects the game has on me. Without sound I've now got to rely entirely on the visuals for atmosphere. But with a smaller screen as well as other things going on around me it's a lot harder than it once was.

    What else has changed? Well...

    Story

    I played through the game before, so this time I know what's going to happen. I can't remember the details, but the main arc and twists are still there. The story itself now seems at little melodramatic.

    The result is that I'm not gripped as I was before. I can put it down and wander off whenever I need to. No more late homework (or work equivalent).

    Summon spells

    A common complaint I know, but the 'summon' spells can't be skipped. Whilst I found this a small price to pay to play the game last time, this time it's infinitely more annoying. Last time I had the storyline unfolding before me, this time I don't want to grind, I want to get to the story peaks asap. Why didn't the designers allow skipping? *sob* I'm a busy (ish) man! I've got no time to wait!

    Friday, 25 December 2009

    Batman Arcane Asylum game usability review - the bad

    So - I've finally finished Batman AA! What a game... It's pretty rare for me to complete a game, but I pulled the plug just a couple of days ago. Complete, with all 240 riddles done as well. Chuffed with that. Yes, yes, I know it's not that special, but I can now break the addiction.

    So I've posted what I liked about the game. Now for part 2 - the bad aspects of the game usability/user experience. Just to be clear, the game is so good I feel I'm really having to search for improvements. I can't wait to see what changes they make to Arkham Asylum 2.


    Fights can end anti-climatically

    So the combat is great fun. Engaging, flexible, reactive, etc. But there is a small problem. Each fight ends with a slow-mo, alternative angle of the final puck/kick/throw/etc. But about 50% of  the time this dramatic view shows Batman doing a silly finishing move, such as kicking someone in the shin, or even missing the person completely! The slow-mo gives the player a long time to watch the final move... and see any flaws in the impact mechanics/silly underwhelming final moves.


    The 'detective mode' is too powerful 

    A problem I find with modern games is that it's harder and harder to see what can be interacted with, and what is just decoration. There have been a variety of different attempts to highlight 'interactive' objects. The tradition is to display the items in a different colour, make the items glow/glimmer or visually highlight the items in some other way. A good example is Bioshock - usable items have a shiny glow/glimmer. The problem being that this adds an artificiality to the game ("real bananas don't shine like that!").

    Batman AA gets around this by offering a 'detective mode', where interactive objects glow orange. This ensures that the game world can remain 'pure' (no glowing objects here!) but means the detective mode is too useful. I spent most of the game with it on, meaning I missed out on the graphics of the normal mode.

    Batman AA could supplement the 'detective mode' on top of the normal mode (so interactive objects can still glow and stand out, but the rest of the images doesn't loose it's colour). I'm essentially suggesting a combination (or at least a much closer connection) between the normal and detective mode. 

    Other detective mode issues 

    The 'detective mode' is so powerful, I played most of the game with it on. This lead to 2 problems:
    • It's hard to tell wardens (friendly) and inmates (not so friendly) apart. As a result I found myself attempting to creep up and knock out wardens throughout the game. Not a major problem, but it just pulled me out of the game-world briefly. This could easily be fixed with different colours for friendly and hostile people. The game already does this to a lesser degree, inmates with guns are coloured red, so unarmed inmates could be yellow and guards green or blue.
    • It's hard to tell when there's a wall between Batman and the person. As with the warden identification problem, I found myself attacking a wall (pretty embarrassing, as I was showing the game off to a friend at the time). Once more, it's not a significant problem... It just once more acts as a reminder that you're playing a game. The game could indicate to the player when there's a barrier between Baman and a person by using a darker/lighter shade of colour.
    •  
    Equipment issues 

    I had 2 issues with the equipment offered in Batman. I loved the pace they introduced more and more complex equipment as you move through the game (even updating older equipment to keep you existing gear fresh). However I had 2 (very similar) issues with the equipment controls:
    • Selecting another piece of equipment when under pressure was surprisingly tough. For far too many fights I tried to boobytrap a downed inmate with some rope or the electronic hacker because I failed to pick the explosive from the radial menu. The game could pause while the player makes their selection. Alternatively reduce the amount of time the player must hold a direction in the radial menu to indicate what equipment they need.
    • Related to this, there's no information on what equipment is selected. This leads to the same problem as above where I tried to use the wrong equipment at the wrong time for a situation - I just didn't realise I was using the wrong item. This may be a deliberate design choice - to save screen space/reduce clutter and/or because you don't have a HUD in real life. If not I would suggest adding a small transparent icon of the item. This should be placed in the corner of the screen, where the radial menu appears.
    Sometimes unclear where to go next

    In the previous post, I raved about the help offered when you struggled in set pieces, how the game tells you the best strategy to avoid the issue next time. Unfortunately the help isn't infallible. There are various points in the game where it's not clear where to go/what to next. I was wandering about in 1 corridor for about 5 minutes before giving up, and reading online that I missed a grate in the ceiling all along!

    The developers should adjust the points where people regularly got stuck in playtesting and adjust the layout a little to accommodate this. They could find these points by defining the average time a player should get to the next section, and comparing it to the actual playtesting average. Alternatively the game could offer hints from the girl on the radio - e.g. "are there any vents nearby?" 

    Quite a bit of repeats in environments

    Another minor issue... again as there's so little for me to talk about here. A lot of the detail in the environments (furniture, files, etc) are repeats. Not normally a problem, but one of the details is a photo. This photo crops up over and over again all over the asylum. Either this person is the asylum equivalent of Jedward (for any non-British readers, best not go there) or they need more pictures. I've picked up on the pictures because faces are so much more memorable than tables, folders or anything else.

    Batman's character

    A minor issue is Batman's character. I enjoyed the game's story itself, good ol' fashioned trash. But through it all Batman himself was a little... 2 dimensional. Like the recent films all he does is grunt in a gruff voice to everyone he speaks to about how they should stand back and let Batman fix it. There's no uncertainty, no remorse, no... character. Batman's just essentially brought Joker into this island to cause havoc, killing many guards in the process - how does he feel about that???


    And that's your lot! All in all a great game, with some very minor game usability issues that need adjustment. Personally? The most polished game I've seen in quite some time.

    Sunday, 22 November 2009

    Batman Arcane Asylum game usability review - the good


    I've been playing this for an age, and it doesn't look like I'm going to be putting it down until I finish it. So because I've invested so much time into it, I thought I'd split the assessment into 2 posts:

    - Part 1 - the good
    - Part 2 - the bad

    Lets make 1 thing clear, I'm a big fan of this game. This part - the best aspects of the game's user experience, it's high quality game usability, will be EASY.

    Good graphics

    The game itself looks great (bar the character's comically huge muscles). The environments are detailed and busy. There's fairly few cutscenes, and those that are there look really good.

    Engaging combat

    As the director said they have put a lot of effort into the combat system - and you can tell. It's flexible and fun. It also looks great, dynamically adapting according to the situation.

    In earlier brawler systems, the player controls the direction the fighter is facing, and is given buttons that do specific actions, such as puch/kick/throw/etc. This often led to the frustrating situation of a players character swinging just to the side of a bad guy whilst making no contact (usually whilst they watched, bemused).
    A swing and a miss...

    In this game players are given 4 controls (jump/avoid, counter, attack and stun), the player controls where these are directed with the control stick. The buttons don't do a specific action, but the intention of the button. So 'attack' may punch sometimes, and kick on others, or 'avoid' may jump over an attacker, or slide between their legs. All this is dependant upon the situation, meaning the games combat feel much more engaging and free flowing than others I've seen.

    Players also recieve clear feedback on any combatants about to attack, a visual signal displays, giving the player time to counter or avoid the blow.

    The system is pleasingly easy to pick up and understand, but I certainly feel I've yet to master it.

    Good, well paced story line

    The story line, while not groundbreaking, is pretty good. It keeps you moving through the areas with little feeling of being shepherded. It's also well paced, with a good variety of puzzle solving and fight scenes. Even the fight scenes are kept fresh with a nice variety of situations.

    Help when you die at set pieces

    One of the best parts of the game, the part I was most pleased about was the hints the game gives when players die at set pieces. For instance, when I was struggling with a boss fight - Bane - after being knocked down the game gave me a short message hinting to use my 'batarang' more.

    It could consider giving more and more clues if players continue to struggle, or even offer to reduce the difficulty for that specific part of the game.

    Quick save unobtrusive

    A great feature I always love to see it autosave, it's great not having to worry about saved games. I know loads of games do this nowadays, but it's so well integrated I thought it deserved a special mention. Whoever put this into games in the first place was a genius...

    Easy controls, gradual introduction of additional tech

    The game has really well thought out controls (anyone who's read my blog all the way to this point will know this is a particular obsession of mine). It's very easy to run, jump, zip around, surprise thugs, etc. There's really very few points where you really feel you're fighting the controls to make the game do what you wanted (more on that in part 2).

    The game also takes care not to introduce everything at once. Controls are slowly added with the gradual introduction of Batman's technology, meaning players are given time to get accustomed to controls before further complexity is added. This gradual introduction of complexity is a sure sign of a game developer taking care not to over-burden new players when they take their first steps into the game's world.

    Even something simple like skipping cutscenes is well designed. Some games skip cutscenes after 1 button press - this means you place the controller to one side holding it like some delecate Ming china in case you hit a button by mistake. Batman needs 2 presses. The first press brings up the on-screen message allowing skipping, the second is the confirmation.

    To be continued...

    And there I'm just scratching the surface! For each one of these points I could go into more detail very easily, but that would mean I've got to spend more time writing and less time playing.

    Generally, a great user experience.

    Coming up - part 2 - the bad! (Dramatic music)

    Friday, 6 November 2009

    Dead Space Extraction game usability review

    Dead Space Extraction (DSE) - the latest on-rails shooter. Certainly a departure from it's predecessor (Dead Space, a space based survival horror), but is it any good?

    I'm going to be uncontroversial and say it's... fine, as all the reviews have said. There are a few game usability problems that really don't sit well with an otherwise pretty good game.

    Ignoring the story

    1 of the big attempts DSE makes is to introduce a feasible story into an on-rails shooter. The story of survival against all the odds was a key part of Dead Space and there is an attempt to reproduce this here.

    The problem is a feature built into the game that rewards players who don't pay attention to the cut scenes - you can do better in the game by ignoring the story.

    Throughout play you are encouraged to key an eye out for items (such as ammo and weapon upgrades) you can 'grab' using a kinetic blog thing. These items can appear at anytime, during quiet periods, firefights and during cut scenes. The result is whenever you're not shooting, the best approach is to spam the 'grab' button at anything that isn't a blank wall. The net effect is that you spend very little attention on the story unfolding around you... or you risk missing out on loot.

    "Sorry - I don't care what you've got to say, get your head out the way of that cupboard..."









    There's a couple of possible solutions DSE could consider:
    • Don't offer items during cut scenes, the player can then fully focus or skip the cut scene as they wish
    • Alternatively, offer items in cuts scenes, but only after the first play through (perhaps at the higher difficulty levels), when players will pay less attention anyway
    Audio blogs

    1 of the hidden bonuses you can find are audio blogs, with short recorded messages from the (now deceased) crew. The problem being these are lost in the poor Wii Remote speakers. I had no idea what they were saying...

    DSE should consider offering the option of playing the audio messages through the TV speakers.

    Turning away too soon

    Another problem that should have been spotted is the occasional point where the game turns away from a creature too soon, leaving you open to attack from behind. You're facing the wrong way and the creature is repeatedly wacking you over the head... and there's nothing you can do about it.

    It just pulls you back to reality. An unwelcome reminder you're playing a game, and the game really shouldn't do that if it can possibly avoid it.

    DSE shouldn't turn away from creatures whilst they're still alive - you wouldn't turn away from them in real life anyway.

    Recognising your gun

    The game offers you a variety of weapons to choose from. A problem is that it's often quite hard to work out what weapon you're using... Several look very similar. It's not a big issue most of the time. It doesn't matter what you shoot a creature with, as long as you don't accidentally equip your Super Soaker...

    The problem is at a couple of points you need to use a specific gun - the rivet gun. It's not clear you need to equip a different weapon if you have the wrong gun equipped. It took two tries at one set piece to understand what I was required to do.

    DSE could consider changing the aiming rectagle to clarify the difference between the guns, or include some clearer text when a gun is equipped. When the rivet gun is needed, and not equipped, ensure the player is made aware. The characters around the player could say something, or a message could appear on the screen.

    Positives

    Having said all this, it's still a great game. It looks great, especially for a Wii game, the sound is good and voice acting more than sufficient (first time I've played a game featuring a Dutch accent).

    The story (if you attend to it) is good, it has a great shooting mechanics and some exciting set pieces.

    DSE is Aliens to Dead Space's Alien - a great fun shooting-fest... just don't expect to get too scared whilst enjoying the ride.

    How about you? What're your thoughts on the game?

    Wednesday, 28 October 2009

    Late Wii Fit game usability review


    Although Wii Fit Plus is already in the stores, I thought I'd get down my game usability thoughts on Wii Fit, and aspects of the game that should be considered for Wii Fit 3 - Wii Fit Cubed maybe...






    Playing in a group

    You can tell Wii Fit is designed to be played alone. Essentially all the activities require the Wii fit balance board. But we treated it as a party game. I had my family round my brothers copy, and we all did exercises together. However, after we all created our profiles changing between them was very hard work. After completing an exercise/minigame, to change player you had to:
    1. 'Quit' out of the exercise/minigame
    2. Exit the exercise/minigame 'channel' selection screen (yoga, muscle exercises, balance games)
    3. Exit the welcome screen
    4. Select the new player
    5. Select the right 'channel' on the welcome screen
    6. Select the right exercise/minigame
    6 steps! Far too many for quick switches between players.

    This sits poorly against the games apparent attempts to encourage group play. Whenever someone new enters the game, the other players are told of this, and says how good it is to play Wii Fit together. The game encourages people to play it together, in spite of the effort required to do so!

    Wii Fit 3? Ensure there's a shortcut to change between profiles.

    Personal details

    People are sensitive about their weight. They don't like to tell others, and they don't want others to know. But when first joining Wii Fit, it announces your BMI for the whole world to see! There is no option NOT to see your BMI, it is plastered all over the TV. Anyone else in the room will have seen it.

    The designers seem to have been aware that people wouldn't want others to see their details, and there's the ability to protect your information behind a password, but not on the first go...

    Wii Fit 3? Offer new players the ability to NOT see their BMI when they join.

    Multiplayer

    When My girlfriend and I were playing Wii Fit, 1 of us did the exercise on the balance board, the other did the exercise alongside. We were exercising together. That's the next step... 2 balance boards on a machine at the same time. This would encourage us to use Wii Fit and exercise far more than any other change.

    Wii Fit 3? Make sure people can exercise in a pair, using 2 balance boards at once (if they're sufficiently monied to have 2 boards).

    Why I'm not getting Wii Fit

    I really like Wii Fit. It's fun, and it really would keep me active. Anything to get my rotund behind moving is fine by me! BUT I'm not going to be getting it. Partly for the reasons above, and also partly because the game needs a large amount of space in front of the TV. I don't have that, and I can't get that... at least until I next move house.

    Also, it's dependent on everyone around having a relaxed open attitude. To play Wii Fit in front of others is essentially to make a fool of yourself. You do yoga, poorly, you try and balance, you wobble, and you sweat. You need people around you who are willing to let you do all these things and not judge you. Alas, where I currently reside, I don't have these people. I can't exercise if front of my current housemates, I won't be able to relax. I'll feel like I'll be judged.

    Ah well, just means I get to play it once a month whenever I visit my brother. No losing weight for me just yet.

    Monday, 19 October 2009

    Charlie Brooker - Summing up the trouble with games

    I read a great interview with Charlie Brooker yesterday. For those of you unaware of who Charlie Brooker is - He's one of the angry ones on TV. Pretty funny, and very... aware. Go see his stuff if you like someone being bitter. He's recently made a program called Gameswipe which this interview covers. Essentially Charlie, Mr Brooker, wanted to make a program about games that would be entertaining to both gamers and non-gamers. He speaks about the problems he faced:

    "Games don’t realise how off-putting the complexity of games is to people who don’t regularly play them. Every gamer has experienced this, and again this is something we were going to put in the show. You introduce someone to something like Grand Theft Auto and they haven’t played a game since Streets of Rage when they were a student.
    You sit there with them and within minutes you’re going: “No, press that button. No, that one. No, you’ve gone into crouch. No, don’t do that. That’s the map. No, you can’t run in that door. Why not? Well, you just can’t. It’s part of the scenery. I know you could run in the other door, but you can’t go in that one. Why? Because you just can’t.”
    You have to sit there biting your tongue as they point the camera at the ground and run into walls. You forget how difficult games are to the non-gamer."
    "It’s like learning a language. We’ve done it. We’ve played games for years. We know the shorthand. There was a bit of the show we had to lose where we talked about this. I know that if you’re running around and the camera’s in the wrong place I know that there will be an option to centre it behind me. A non-gamer isn’t going to now that unless they’ve poured over the manual. I don’t have to read the manual to know that."
    I think this cuts straight to the nub of the issue. The reason why the Wii has been so successful is that people haven't had to learn how to play, you just do what you do naturally. More complex games need training, they need understanding, hard work and commitment.
    "The closest analogy really is that it’s like we’ve learnt a language. Gamers are people who’ve learnt Esperanto."
    Hope you're all keeping your Esperanto finely tuned - and spare a though for those starting out!


    "How do you use this?" picture from YoshiVic

    Sunday, 11 October 2009

    Light of Altair game usability - demo problems


    I'll be discussing the game Light of Altair, specifically the game usability issues. This game was first brought to my attention by Gamers With Jobs (thanks guys!)

    I really want to like this game. It's sounds great, GWJ wrote "Light of Altair has done a great job of distilling the elements that made games like Sins of a Solar Empire so addictive. If you prefer your strategy gaming in 20-minute chunks, Light of Altair is for you. "

    BUT, I can't play it! Why? The demo is just too confusing.

    A demo should showcase a game simply and clearly. It should not require the player to study any complex text or manuals, or leave the player confused on what to do next. After all the aim of demo is to ensure players have a seamless experience. They should move through the demo learning about and doing some of the things possible in the game without encountering any problems, otherwise it's goodbye possible sale. Players should see enough of the game to get a taste of what they can do, and be left wanting more. This demo unfortunately leaves me cold... Here's why.

    Problems with the Light of Altair demo

    Simply, it's confusing. The help messages simply don't tell me what I need to do, or how!

    For example, I recieved this message:

    "Now that the moon base has grown to a proper colony you need to construct a research facility and the power to support it."

    The problem is, it doesn't tell me how I go about doing that. I eventually discovered the "research facility" had become available in the construction list and was able to move on... Why doesn't the game highlight that? Tell me in the message, or highlight the new building option visually.

    Further on in the demo a message appeared:

    "Commander, the construction of the moonbase is going slower than we planned. Please focus on the objectives otherwise we will be forced to relieve you of your post"

    Huh? What was I doing wrong? The game didn't tell me, I was left along to work this out. How? Trawling back through all the messages the game had sent me recently (status reports, updates and crucially, orders). I found I needed a landing area on both my colonies - why not say that? Ok, moving on. Mission complete - next mission.

    According to the mission summary at the top of the screen I've got to "Gain an income of $5000 a month". Easy. Wait... how do I do that? I've looked back through the instructions and I think this is the related instruction:

    "Now you have an ore supply, you are advised to research and develop an Industrial Centre that can create tradable goods out of the ores on the planets surface. These goods can then be traded via a Starport to generate more income."

    Ok, I got it. Build mines, then industry, and I'll make money through the starport. The problem is, I can't work out how! I've got mines, I've got industry, but I'm getting very little trade. I've missed something out. The help text is of no use, they're essentially worthless. The instructions fare no better. So I'm stuck. I've no idea how to proceed and I've just recieved the message of doom again:

    "Commander, the construction of the moonbase is going slower than we planned. Please focus on the objectives otherwise we will be forced to relieve you of your post"

    I'm out thanks...

    What the game should have done
    • Given much clear instructions on how to do the objectives asked, e.g. "generate an income of $5000 a month. Income can be generated by..."
    • Given tips to the player to explain how to complete the objective they're stuck on, e.g. "you need to build a landing pad in all your colonies"
    • Ensuring the help text linked to much more in depth instructions/explanations on how the game worked, e.g. "For each mine, 2 industries are needed in the same colony"
    Conclusion

    Demos are possibly the most public facing aspect of a game. They cannot be some early levels of the game thrown together hastily. The whole experience the developers want to project to the potential buyers needs to be considered, and then that should be modelled. It will require further development time and resources, but a good demo should pay for itself by encouraging better sales.