Designing a persistent online strategy game - Department of ...
Designing a persistent online strategy game - Department of ...
Designing a persistent online strategy game - Department of ...
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30 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />
Figure 4.1: The procedure to separate fun and usability problems. Adapted from Barendregt<br />
et al. [2].<br />
2. Was it meant to be difficult? If yes it is a fun problem, if no a usability<br />
problem.<br />
3. Can taking over the device (mouse, <strong>game</strong>pad etc.) solve the problem?<br />
If yes it is a motor skill problem that can either be a fun or a usability problem,<br />
go to 4. If no it is a fun problem, for example that the <strong>game</strong> is too scary and the<br />
player does not want to continue.<br />
4. Was it meant to be difficult? If yes it is a fun problem because the <strong>game</strong> is<br />
too hard, if no it is a usability problem.<br />
4.3 Differences between productivity s<strong>of</strong>tware and video<br />
<strong>game</strong>s<br />
Usability methods were designed for productivity s<strong>of</strong>tware, but <strong>game</strong>s are not productive<br />
in themselves. It is important, when choosing methods for evaluating <strong>game</strong>s, to<br />
understand how they differ from other types <strong>of</strong> s<strong>of</strong>tware. Knowing the differences can<br />
also help in designing new methods for evaluation. Pagulayan et al. [48] have identified<br />
several differences between video <strong>game</strong>s and productivity s<strong>of</strong>tware that will be presented<br />
below.<br />
Productivity s<strong>of</strong>tware is used as a tool to accomplish a task. The only thing that<br />
separates it from a hammer is the domain and the purpose for usage. Games, on the<br />
other hand, should be fun; they have no other purpose than entertainment. They are<br />
more like movies or books in that sense. Games should also stimulate thoughts and<br />
emotions. Other types <strong>of</strong> s<strong>of</strong>tware also require thinking, but that is not the purpose.<br />
Games define their own goals. Other types <strong>of</strong> s<strong>of</strong>tware are used to achieve external goals.<br />
Some applications have easily defined goals, like an <strong>online</strong> store. Other types <strong>of</strong> s<strong>of</strong>tware<br />
can have more complex and variable goals, like a spreadsheet program. The challenge