Game Usability Heuristics Overview
Game Usability Heuristics Overview
(Hannu Korhonen)
GU1b: A view to the gameworld supports smooth interaction and the camera behaves
correctly
The view to the gameworld defines how the player perceives that gameworld and how well the player can
immerse in the game events. The gameworld can be presented either in a 2D or a 3D view and there is no
single best option of perspective, but it depends on the type of game and the game concept. It is more
important to notice how the perspective influences the player’s ability to interact in the gameworld.
GU2: Screen layout is efficient and visually pleasing
The layout should present all necessary information to the player, but on the other hand, if the screen is
filled with all kinds of information, it starts to look crowded. It is important that the player finds the
navigation controls and they should not be mixed with the information that needs to be visible on the
screen.
GU3: Device UI and game UI are used for their own purposes
It should always be noticeable whether the player is dealing with the game user interface or device
functions. The game interface should not use the device’s user interface widgets in the game interface,
because it breaks the immersion. The most impressive immersion is achieved when the game uses full-
screen mode hiding other features.
sufficient. In addition, the controls should be designed according to the device’s capabilities.
GP2: The player sees the progress in the game and can compare the results
The players should have enough information so that they can see their progress towards the goals in the
game. The progress can be shown to the player explicitly or implicitly. The players feel more motivated if
they can compare themselves to other players or their previous achievements.
GP3: The players are rewarded and the rewards are meaningful
The players should receive a meaningful reward as they progress in the game and complete goals. In
addition, the reward should be adjusted to the challenge that the player had to face in order to get it. The
rewards schedule should be varying and frequent, but still unpredictable.
GP7: The game story, if any, supports the gameplay and is meaningful
Even though the story plays an important role in many games, it should not dominate the gameplay. Some
games do not even have or need a game story. If the game has a story, it should fit the other elements in
the game and sound plausible to the player. Dialogue with non-player characters (NPC) should be
meaningful and interesting to the player.
MP4: The game helps the player to find other players and game instances
Teaming up with other players is an essential aspect in multi-player games. The players should have a sense
of the presence of other players and be able to find them. The game can direct players with similar levels to
the same area in the gameworld where the players will meet each other. Alternatively, the game can
automate matchmaking and help players find other players or game instances.
MP6: The design overcomes the lack of players and enables soloing
There are always situations when other players are not available. There may not be enough players in the
gameworld or a player might play the game at times when there are not many other players around. There
might also be some personal reasons to play alone. The player might have insufficient language skills to
communicate with other players or they might want to try to survive by themselves in the game, especially
on the lower levels. Whatever the reason is, a multiplayer game should also provide content for solo
players.
MO5: The player should be aware of some device features while playing (Supplements GU3
and GU4)
The player should be aware of certain device functions when playing games with a mobile device. The most
important information is network connection, battery, and modality of the keypad. Showing a clock will
help the player to estimate when it is time to end the play session. Information should be presented using
the same graphical style and user interface widgets that are used in the game user interface.
MO6: Mobile devices have their own conventions for input (Supplements GU7)
Game design should follow the input conventions of the target device. For mobile devices with a physical
keypad the keys have specific functions like a selection key. For touch screen devices, the conventions are
related to gestures.