Written
by: Omais Rasool Khan
Usability in Video Games
In this post I’ll talk about usability in video games, and I
will present to you my evaluation results of one of the most popular games, Defense of the Ancients 2 or
DotA2.
When we hear the phrase ‘usability of something’, what comes
to our minds is to what extent is this ‘something’ usable? This is the
linguistic definition of usability. In terms of software, it simply is a
measure of effectiveness, efficiency and satisfaction with which the user can
perform tasks when using a software. So in order for a software system to be
optimal, it must satisfy usability requirements. Since we are talking about
video games here, does this definition apply to video games? Let’s look at some
examples from video games. [2]
Most of us have played the Mario Series by Nintendo. In
this, or any game in general, the player must complete levels to advance. This
can be attributed to a task, which by definition of usability, must be done
efficiently, effectively and satisfactorily. But all Mario players know this
isn’t the case in the game. Nintendo games are known for their difficulty and
to complete Mario levels are really hard and player fails dozens of time or
even more before completing a level, which makes it a frustrating experience.
But we all know how outstanding the Mario series is. On the contrary, the
difficulty is the attraction of the game and gamers love it.
I have no idea how to clear this level
Let’s look at one more example. You all must have played, or
heard of, the resident evil franchise. Yes, I’m talking about that game which
gave us nightmares. If you have played the game, you must have noticed that the
game, through low lighting and camera angles, manipulates the view of the
player in such a way that an enemy (a zombie in this case) is difficult to see
and pops up suddenly. This was purposely done to give us jump scares. From the usability
point of view, these ‘Zombies’ are an obstacle in the game which the player has
to eliminate in order to complete the task. So instead of player completing the
task efficiently and effectively, he faces obstacles that makes it difficult
for him to complete the task. So does this usability problem make the game bad?
Well the ratings of the game says the opposite. [2]
It’s dark. Watch out for that Zombie!
To conclude what I have said until now, to measure usability
in games, efficiency and effectiveness are secondary, and user satisfaction is
primary. So if the task is difficult for the player, but provides satisfaction,
then it’s not much of an issue. The reason behind this is usability enhances
the productivity of the user. But games are not primarily productive, rather
they are a distraction for the user. The user deliberately face obstacles to
gain satisfaction. [2]
Now that we are clear about usability in video games, let’s
look at some of the methods we can use to test usability in video games.
Video game developers mostly use ‘Play Test’ to measure
usability of their games. It is a method by which the designers expose the game
to players to detect bugs and flaws in the game. This method is expensive as it
requires a selected number of users, a lab in which the player can play, and a
usability tester who can evaluate player’s responses. The player’s performance is
measure on some protocols. As this method can be costly, small game studios
find it difficult to implement it. One other method used to test usability is the
heuristic evaluation.
Heuristic evaluation is simply evaluating a software based
on defined rules accepted by the scientific community. For example we have Jakob Nielsen’s
heuristic evaluation for user interface. And the user can evaluate the
software on its own by applying these heuristics. But as usability is measured
differently in video games, different set of heuristics must be applied. In the
literature there are many heuristics available for video games. But the one
that I find most satisfactory is Heather Desurvire and Charlotte Wiberg’s
"Game Usability Heuristics (PLAY) for Evaluating and Designing Better
Games”.
In the rest of this post I will mentioned the results which
I obtained by applying the PLAY heuristics on one of the most played game today
‘DotA2’. One important thing to mention, PLAY doesn’t specifically measures
usability, but user experience overall. The difference between usability and
user experience is: usability measures how effectively, efficiently,
satisfactorily a user achieves a specific goal; while user experience is about
the overall user’s experience with the product. So usability is specific to a
task, user experience is about all aspects of a product.
Heuristic Evaluation of DotA2
To keep this reading concise and to the point, I’ll only
mention only those heuristics which were not satisfied (according to me) by the
game. If you want full details on PLAY heuristics, you can follow [1] in the
references.
So before we start let me give you a brief background of
DotA2. DotA2 is a sequel of DotA, and DotA itself is a modification or custom
map of the famous game Warcraft 3. DotA2 falls under the genre of Massive
Online Battle Arena (MOBA). And main feature that define this genre is
competitiveness. A picture below shows some in-game information.
In-game interface of DotA2
As you can see in the picture, the in-game interface shows a
lot of information to the player. There is a mini-map on the bottom left
corner, at the bottom-center there is player’s hero info
(abilities/health/mana), bottom right shows player gold, top-right shows score,
and top-center shows info of other player’s heroes. The rest of the screen is
the battle area and shows where the player is currently looking in the entire
map.
Being a veteran of this game (I’ve been playing the game for
about 10 years now), I felt it a personal responsibility to evaluate the game
myself. Enough with the introduction, lets jump into the action. If you’re
curious about the game, I suggest you to play it. There’s a reason it is one of
the most played games in the world.
Here is the format I’ll follow in the rest of this post.
First I’ll mention in the heading the name of the heuristic from PLAY which I
conclude is not satisfied. Then I’ll give a description of how it is violated.
Remember! PLAY talks about user experience in general and only some points may
refer to usability.
Problem 1: Challenges are positive game experiences, rather than negative
experiences, resulting in wanting to play more, rather than quitting. [1]
The game provides a ranking system also known as Matchmaking
Rating (MMR) which ranks players according to their wins and losses and helps
determine the skill level of the player. This is also one of the highest
motivating factor for DotA 2 players to play the game as this develops
competition. But this also becomes the most demotivating factor when the player
loses MMR by losing the game, or doesn’t reach his/her expected MMR even after
spending months playing the game. Look at me for example. My MMR is currently
around 3700, and for a long time I have been trying to reach 4000. Recently I
finally reached the 4000 mark, but due to consecutive loses, I dropped down
again to where I was before. Imagine 10 years playing the game and making no
progress. I feel like a loser. A picture is shown below.
My MMR at 4k
My MMR
reduced down to 3.7k, again!
Therefore according to the heuristic, the game should provide
positive experience for the players and encourage them to play more rather than
frustration or wanting to quit.
Problem 2: The game gives rewards that immerse the player more deeply in
the game by increasing their capabilities, capacity or for example, expanding
their ability to customize. [1]
Oh the avatars. We all love to personalize our avatars. In
DotA2, the players receive items which they can use to customize their
characters. The items are categorized from common to rare, mythical and Arcana
items (Common being least interesting and arcana being highest of value). An
image of different avatars of same heroes is shown below.
ITEM SETS FOR A CHARACTER IN DOTA2: 1. COMMON, 2. RARE, 3. ARCANA
Don’t you just love that arcana set in the last! So the game
host certain special events at different times of the year which allows players
to accumulate points and get these awesome items in return. But recently, the
game has been cancelling these events for god knows what reasons. See the image
below.
Frostivus cancelled! How should we get our rewards now?
These events were one of the best ways the players can be
rewarded with precious items. So doesn’t this violate the heuristic mentioned
above? I think it does.
Problem 3: Player does not need to access the tutorial in order to play and
Players should be given context sensitive help while playing so that they are
not stuck and need to rely on a manual for help. [1]
Okay let’s be honest. Who likes to read long manuals or go
through tutorials before playing a game? Most likely not many of us. On the
contrary we like to jump into the game and learn on the way. This is not the
case with this game. Although this game offers the player option to directly
play the game, it really isn’t much of an option as the player offers no
in-game help. Now myself as a veteran of this game, I can assure you that you
won’t be able to do anything in the game unless you go through the tutorial
first. Here is what the tutorial looks like.
This is one long tutorial
As you can see, you get to play the game with the real
player at stage 6 of the tutorial. So to me it clearly not satisfies the
heuristic mention above.
Problem 4: Player error is avoided & Player interruption is supported,
so that players can easily turn the game on and off and be able to save the
games in different states. [1]
“The players can easily turn the game on and off”, if only
this were true, my mom wouldn’t have to yell at me. This turning the game on
and off at will or saving the game doesn’t seem to apply to DotA2; and it
shouldn’t be also. As DotA2 is an online game, pausing the game or leaving in
between ruins the experience for other players. Although it doesn’t follow the
heuristic, we can’t blame the game for this. For the former point of avoiding player
error, see the image below.
Player can accidentally buy or resell wrong items
So from the image you can see that there a lot of items a
player can buy from the side. These items are so tightly packed together that
there is a high chance the player will buy the wrong item. What happens then is
a timer starts to run. If in this timer the player resells his item, he will
get full price back. Otherwise there is a 50% penalty on the price. What I’m
about to mention now is something which has happened to me personally. I bought
the wrong item, now I know the timer is running and I’m in a state of panic
that I have to sell the item as quickly as possible. And in this panic, I sold
the wrong item from my inventory. So it is safe to say that player error to
some extent is not avoided. Which dissatisfies the heuristic above.
To reduce the chances of error happening here, I would suggest to increase item size so that it becomes easy to click on the intended item. The game can also increase the timer to prevent player from panicking. Or shops can be made ‘safe zones’ where player can buy the item and resell at full price as long as he/she is in this safe zone. When he leaves this zone, the price get reduced to 50%.
To Conclude
Congrats to you all you have reached the end of this post.
To all the stuff I mentioned in this post, I will honestly say that if the
issues mentioned in DotA2 remains, it still won’t affect the ratings of the
game. Yes some users must be annoyed by these issues but the game is still a
hit and people passionately play the game. I believe the reason behind this is
despite the issues, the game is successful in providing an immersive and
amazing experience to the player, thereby providing satisfaction. And this
makes every other issue secondary.
References
[1] Heather Desurvire1, Charlotte Wiberg.
"Game Usability Heuristics (PLAY) for Evaluating and Designing Better
Games: The Next Iteration ". A.A. Ozok and P. Zaphiris (Eds.): Online
Communities, LNCS 5621, pp. 557–566, 2009. © Springer-Verlag Berlin Heidelberg
2009
[2] David Buchheit, “The ergonomics of video
games - Part 1: késako?” and “The ergonomics of video games - Part 2: How to
evaluate it?”. In Ludic Universe, LudoTIC, January 2013
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