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Game Usability Heuristics Overview

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0% found this document useful (0 votes)
36 views

Game Usability Heuristics Overview

Uploaded by

megaparax
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Playtest Heuristics

(Hannu Korhonen)

GAME USABILITY HEURISTICS (GU)


GU1a: Audio-visual representation supports the game
Game graphics should support gameplay and story and be informative for the player. In addition, the
graphical look and feel should be consistent throughout the game. Audio can be used to evoke emotions
and increase immersion. A good sound environment in the game supports a positive gaming experience.
The graphics or audio should not prevent the player from performing actions or make them unnecessarily
difficult.

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.

GU4: Indicators are visible


The player should see the information such as the current state of the game and the status of the avatar
that is required for being able to play the game. Information that is frequently needed should be visible to
the player all the time — if possible.

GU5: The player understands the terminology


The terminology that is used in the game should be understandable and not misleading or unfamiliar to the
players. Technical jargon should be avoided. For instance, terminology that is related to the game concept
or features that the game needs from the device should be translated into more understandable language.

GU6: Navigation is consistent, logical, and minimalist


Navigation consists of the game menu and the gameworld. The game menu consists of settings and
selections for the desired game session. Different functions should be organized reasonably and possibly on
different screens. However, long navigation paths should be avoided. Short navigation paths provide more
clarity and are easier to remember. In the main game menu, the player should be able to start a game and
have access to other important game features. In the gameworld, navigation should be intuitive and
natural. Regardless of the complexity of the gameworld, players should be able to navigate there smoothly.
With a proper set of control keys, navigation can be very intuitive and almost invisible.
GU7: Game controllers are consistent and follow standard conventions
Using common conventions in game controllers reduces the time that is needed to learn to play the game
since the player can use his or her knowledge from other games. Game controllers usually have specific
keys for certain actions and every game should follow them. The game should also provide alternative
game controllers because the players should be able to select their preferable controllers.

GU8: Game controls are convenient and flexible


Novice players usually need only a subset of the controls when they start playing the game. On the other
hand, veteran players often appreciate shortcuts and more advanced commands. It should be possible to
customize the game controls or use shortcuts or macros. However, using shortcuts should not provide a
major edge in a competitive player vs. player game. The configurability and amount of controls needed to
play the game should be kept at a minimum, but they need to be

sufficient. In addition, the controls should be designed according to the device’s capabilities.

GU9: The game gives feedback on the player’s actions


A good user interface has a low response time on the player’s actions. An action can be either a single key
press or a more complicated input sequence. The player should notice immediately that the game has
recognized the action by providing feedback. The most common way of providing feedback is to present it
graphically. Other alternatives are to use audio or tactile feedback. Providing only auditory feedback is not
acceptable since a player may be playing the game without sounds. Although the game needs to respond
immediately to the player’s actions, the consequences of the action can be shown to the player later. If an
action cannot be performed immediately, the game should notify the player about the delay.

GU10: The player cannot make irreversible errors


The game UI should confirm actions that can cause serious and irreversible damage, which affects the
player’s ability to play the game. Such errors are typically done in a shell menu or in the setting dialogs to
the game character or the player’s progress in the game. When mistakes happen, it is helpful to enable
recovery.

GU11: The player does not have to memorize things unnecessarily


The game should not stress the user's memory unnecessarily, unless it is part of the gameplay.

GU12: The game contains help


Players do not often read manuals. Instead, the game should teach the player what he or she needs to
know to start playing the game. This can be done through a tutorial mode at the beginning of the game.
The tutorial mode should be divided into chapters that teach a couple of things at the beginning. Ideally,
the tutorial could be embedded completely in the game so that help would be provided every time when it
is really needed. Help is also often needed in error situations. If the game provides useful error messages,
the player can understand better what caused the problem.
GAMEPLAY HEURISTICS (GP)
GP1: The game provides clear goals or supports player-created goals
The players need to understand the goals that exist in the game. The goals can be either set by the game or
created by the players. The game should contain both short-term and long-term goals. Short-term goals
provide repeated opportunities for reinforcement and keep players motivated to play the game. Long-term
goals are usually more difficult to achieve and they can consist of several short term goals.

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.

GP4: The player is in control


The players want to be in control of what is happening in the gameworld. The players should be able to
decide on actions they want to take and these actions should have an influence on the gameworld. If full
control is not possible, the game should provide at least an illusion of control to the player.

GP5: Challenge, strategy, and pace are in balance


The game should be designed so that the challenge is comparable to the players’ current skills, then the
players do not feel frustrated or bored with the game. In single-player games, the player can often choose
the difficulty level and thus affect the challenge. The players learn new strategies as they play the game.
There should not be dominating strategies for any part of the game. The pace should be adjusted to the
game style and it can be intensive or deliberate. The game should allow the player to take a deep breath
once in a while.

GP6: The first-time experience is encouraging


The first impression of the game is formed within a few minutes and it is very difficult to change. The
players should feel that they have learned the basics and have accomplished something. The first play
session should make the player desire the next play session.

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.

GP8: There are no repetitive or boring tasks


A game should not require repetition of tasks without changing any conditions. Often, this repetition
happens when the player needs to reach a certain goal before the game becomes interesting or
challenging. However, during the training phase (tutorials), it is useful to repeat certain tasks so that the
player learns and practices, for example, how the character is controlled in the game.
GP9: The players can express themselves
The players should be able express themselves by, for instance, customizing their characters, acting in a
certain way, or modifying the gameworld. Allowing the players to customize and personalize their game
characters makes it more probable that they feel attachment to a game.

GP10: The game supports different playing styles


The players vary a lot in terms of experience and preferred playing style. One of the main differentiating
factors is the players’ attitude towards risk-taking. The story can also influence whether the player wants to
play as a hero or a villain. The player types will also determine how the players prefer to interact with the
gameworld and with other players. In very simple games, different play styles are usually not supported
and all players will have only one role.

GP11: The game does not stagnate


The players should always feel that it is possible to reach the goals and the game progresses towards the
goals. Game items or the balance of power should not counterbalance each other to result in an infinite
loop of meaningless actions. The game should recognize immediately when the game is over and inform
the players. The ending of the play session should be clearly indicated and restarting the game should be
possible.

GP12: The game is consistent


The gameworld and actions should be consistent and logical to the player. If something works in the
beginning, the player assumes that it also works later on. Correspondingly, if the player is able to perform a
certain action in the gameworld or for a game item, the player assumes that a similar kind of action is
possible for other similar objects or in a similar situation as well. More actions can become available as the
player progresses through the game.

GP13: The game uses orthogonal unit differentiation


Each game item should have a purpose in the gameworld and it should be notably different from other
similar game items and preferably restricted in some way. If the player needs to select character classes or
roles in the game, they should be functionally different. In addition, interaction between the avatar and the
nonplayer characters should support different interaction styles.

GP14: The player does not lose any hard-won possessions


The game should maintain the possessions that the player has earned while playing the game and the
player cannot lose them accidentally. However, in some cases the game can provide very high risks and the
player can stake valuable game items which can be lost during the gameplay.
MULTI-PLAYER HEURISTICS (MP)
MP1: The game supports communication
Communication is one of the cornerstones in multi-player games and, depending on the game,
communication channels for different purposes need to be supported. In-game communication can be
either synchronous or asynchronous. Chatting is the most frequently used method for in-game
communication, but it can be restricted to cover certain areas in the gameworld or certain players.
Asynchronous messaging is used with players who are not currently online.

MP2: There are reasons to communicate


Communication is an essential part of social interaction. When players are either collaborating or
competing this will generate discussions. Moreover, if players see how other players are doing in the game
it will also generate discussion topics. The communication topics usually range from game related topics to
common conversation to kill time during boring play periods.

MP3: The game supports groups and communities


The game should support both short-term groups and long-lasting communities because they will increase
social interaction and keep players playing the game. Short-term groups need to support communication
and care taking of other members of the group. Long-lasting communities are more persistent groups
which help players to advance in the game and increase social interaction.

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.

MP5: The game provides information about other players


Knowing other players’ online status, level and rank will help in planning and coordinating actions in the
game. The information can be used when deciding whether to interact with some player and if the player
can be trusted. Being aware of other players in the gameworld will increase the social aspects of the game.

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.

MP7: The design minimizes deviant behavior


The game design should minimize deviant behavior of the players, which is a common problem in multi-
player games. Some players try to purposefully disrupt other players’ gaming experience with their own
behavior. Players can cheat, exploit or hack the game system or they harass other players intentionally.
Game designers should pay special attention to minimizing deviant behavior and implement mechanisms
that prevent such actions.
MP8: The design hides the effects of the network
In online games, the effect of the network may become an issue for positive player experience. Updates to
the gameworld should always happen without delays, but latency can disrupt the gameplay and cause jitter
in real-time interaction. As the players can move in the physical environment while playing mobile games,
they can be unintentionally disconnected from the game. The game design should minimize disturbances to
the player or other players in the game.

MP9: Players should play with comparable players (Supplements GP6)


In multi-player games the player population can be diverse. Some players have played longer than others
and are thus more experienced in the gameworld and the tactics. They also have more developed avatars.
The game design should help novice players to get familiar with the game and let them practice their skills
and develop their avatar apart from the more experienced players during the first play sessions.
MOBILITY HEURISTIC (MO)
MO1: The play sessions can be started quickly
Starting a play session should be quick and easy because it is often used to fill up micro-breaks. The player
should be able to skip introduction sections or startup screens. The game menu should be designed so that
frequently used actions are not hidden behind long navigation paths. The default settings for the control
keys and UI customization should be feasible for most of the players. In addition, any changes to the
settings should be saved. The player should be able to continue play sessions from the point where the
player stopped during the previous play session.

MO2: The game accommodates the surroundings


Playing a game in mobile contexts should not disturb non-players in the vicinity. A game should provide
means for conveniently adjusting the volume level or muting the game. Alternatively, the game should
respect the profile settings of the device or ask whether the player wants to disable the audio features of
the game.

MO3: Interruptions are handled reasonably


There can be both internal and external interruptions, which will disturb the gameplay. Internal
interruptions include incoming calls and received messages. External interruptions are related to the
player’s task switching in the current context or other unexpected events, which cannot be anticipated. If
an interruption happens, the game should pause automatically and allow the player to continue gaming
later on.

MO4: The graphical design is accommodated to current brightness (Supplements GU1a)


The game settings should provide means to compensate changes in the environmental context. The players
should be able to adjust screen brightness and color scheme in the game if necessary.

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.

MO7: The tutorial should respond to immediate demand (Supplements GU12)


For mobile games, the tutorial should be tailored to present only information that a player needs during
the current play session. The tutorial could be divided into several subsections which will span across
several play sessions.
CONTEXT-AWARE HEURISTICS (CA)
CA1: Perception of the current context
Discovering the correct context and playing the game when the context is favorable for a player is one
source of fun in pervasive mobile games. The challenge, however, is that the game system and the player
may not have a mutual understanding of the current context. In addition, the player may be uncertain of
how the game system interprets the current context even though it was clearly observable. The game
system should only use information that is collected from the player’s current location and avoid rigid
thresholds. The game system can also notify the player of what the current context is, if it does not
contaminate the game experience.

CA2: Players should have an equal chance to play


The utilization of context information in the game system should be carefully designed and all players
should have an equal possibility to access relevant information. The dynamic nature of the context or
player-related reasons might cause some context information to become unreachable. The game should be
designed so that player progression is not dependent on context information that is unreachable by many
players.

CA3: Adjustable play sessions


Play sessions of pervasive mobile games are often blended into other activities of the player. This will cause
situations where the play sessions are fragmented and the player might have to quit playing the game
without prior notice. The game should be designed so that the chance of winning the game is not
dependent on the player’s ability to play the game. In addition, the player might need to adjust the pace of
the game and match it to the available playing time. Sometimes it is preferable to play the game almost in
real time while some other times a slower pace is preferred.

CA4: Communication outside the gameworld (Supplements MP1)


Pervasive mobile games expand the need for communication outside the gameworld. The players need to
be aware of game events even though they are offline. Offline communication should not be
overwhelming, because it can lead to negligence and disturb the player’s other activities. The game events
that require the players’ actions should be delivered immediately, while others can be postponed and
delivered as a summary type of messages.

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