By Rohan Sood
Introduction
Since
2015, the gaming industry has experienced exponential growth, predominantly driven
by the Mobile Gaming. Estimates suggest that around 2.7 billion people have
engaged in mobile games at least once. The reason for the increasing popularity
and higher number of users of mobile games compared to traditional games comes
down to accessibility. Traditional games require certain equipment such as a
computer or a gaming console, which act as a barrier to entry to the market. Internet
and smartphones have become an essential part of our lives, and hence most
people already have the basic necessities for playing a mobile game. AppAnnie
data reveals that there are presently over 700,000 mobile games accessible on
both iOS and Android platforms. One such game is Word Wars.
Word Wars is a PvP
(Player vs Player) turn-based mobile Scrabble game designed to provide an
engaging wordplay experience for users. The game is available in English and Based
on data by AppAnnie the user base is primarily middle-aged women. Some similar games
of the genre would be Words
with Friends 2 and Scrabble
Go.
Approach Taken for Evaluation
I used two methods to test the user experience and come up with a list of issues in the game: User Think Aloud Sessions and Heuristic Evaluation. For the heuristic evaluation, a combination of Nielsen’s heuristics and some heuristics designed specifically for mobile games were used. For the aloud session, I gave the participants five tasks to complete and observed their behavior and gameplay throughout the session. The tasks given were:
- Play a move.
- Start a new game.
- Learn about powerups.
- Guess what the different buttons on the gameboard do.
- Discover the store screen and quests.
Problems and Recommendations
Some of the key issues discovered using the above two methods are given
below
·
No
Progress meter on the loading
Screen
The loading screen was a blank screen with the company logo without any progress meter as seen in Figure 1. A loading time of 25 seconds on launch without a progress meter made it feel like it was stuck. The issue violates the heuristics Visibility of system status and game usability heuristic Feedback should be present, and was also faced by a tester who felt that the game had hung.
Recommendation:
Adding a progress meter at the bottom would alleviate the issue. The progress meter could be either a progress bar or a 4-dot loading screen animation giving the sense that the screen is active. A shine animation on the progress meter also helps users see that the application is active is loading is taking too long when the progress meter is not moving.
· Lack of Tutorials
A number of elements are continuously added to the game without any explanation as to what they are and what is special about them or how to interact with them. This leads to confusion and loss of interest. These elements are fun additions to the game but due to the lack of a proper introduction or a tutorial, they are never discovered by new users. This violates a gameplay heuristic; The first-time experience is encouraging. A few examples of cases that require tutorial are:-
- Powerups: The testers were not able to discover the powerups until a task to discover them was given after which a considerable time was spent trying to understand them. The testers were shocked to find out that long tapping on a powerup icon explains the respective powerup. Powerups are an essential component of the game and would have remained undiscovered for some time due to the lack of an introduction/tutorial.
- Blank tiles also known as joker tiles are not explained. These tiles can be used in place of any tile to form a word but do not have a score associated with them.
- No introduction of the leaderboard given it just started in the background after the testers crossed a move-based threshold.
- Scoring Logic: Scrabble scoring knowledge is not straightforward and the game assumes a prior knowledge of Scrabble when playing the game hence making it difficult for people who are not familiar with Scrabble.
Recommendation:
An interactive contextual tutorial can be developed to guide users through the game's rules and gameplay. Carefully planning the introduction of new elements such that it does not appear forced or hinder gameplay would be important while designing the tutorial.
·
Rewards not proportionate to
effort
Since Word
Wars is an asynchronous turn-based game that allows each player up to 7 days to
respond (average response rate is around 1 hour based on data from AppAnnie) to
the opponent's move and an average game lasts anywhere between 20-25 moves,
each game lasts an average of 1-2 days. The reward for winning a game that
lasts for upwards of a day is 4 coins which is not motivating enough. The
cheapest powerup costs 30 coins. Since the gameplay is the main aspect of the
game, motivating rewards are important to keep the players engaged. There are
other ways to earn coins in the game such as the daily login reward which offers
increasing rewards for each day the user plays continuously. This issue violates the gameplay heuristic:
Recommendation:
Rebalance the game economy to increase the game win reward. Game economy balancing is a complex endeavor and simply increasing the reward may not be possible hence a deeper look into the same would help improve the game.
·
High
Frequency of system-triggered modal dialogs
Modal dialogs
are dialogs that require a certain action to be done by the user and cannot be
simply ignored. The game has a lot of modal dialogs that constantly interrupt
gameplay making players confused and lose focus. There is a modal dialog every
time the home screen is opened for at least the first 3 views. Examples of a
few modal dialogs are the daily login reward and ad-free offer dialog. (Figure
2). This issue violates the gameplay heuristic:
Recommendation:
Creating documentation of all modal dialogs present if
not already there with all their respective trigger conditions would help organize the existing dialogs and will help identify dialogs that have similar trigger conditions and hence are triggered close to one another. Updating the
trigger logic to space out the dialogs better would help solve the issue. Also, a closer look should be taken to remove any unnecessary modal dialogs or modal dialogs that can be converted to non-modal dialogs.
·
Inconsistent
Design
Different
UI styles have been used throughout the game. Different shadows used in the
start screen make it confusing which elements are tappable buttons and which are
display banners. Consistency and Standard is a basic yet extremely
important qualities of any application. A game should be easily distinguishable
based on their unique design style, this also helps in building brand recognition
(all games under a single gaming studio may have some distinct elements). Different
styles confuse the users and also break the aesthetics of a game. A few examples
of different UI styles used are given in Figure 3.
Recommendation:
A thorough UI review of all the game screens and elements is needed. The UI/UX team needs to come up with a UI guideline that can be used to revamp the game UI to bring consistency. The guideline will not only help improve the existing UI but also help make sure the consistency is maintained through future versions even if the design team changes.
No comments:
Post a Comment