05.12.2012 Views

Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

Evaluating User Experience in Games: Concepts and Methods - Lirmm

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

5 The Life <strong>and</strong> Tools of a <strong>Games</strong> Designer 75<br />

When compar<strong>in</strong>g the N<strong>in</strong>tendo Wii platform to the PC, you can immediately see<br />

dist<strong>in</strong>ct contexts. Who plays these games, where are they play<strong>in</strong>g, <strong>and</strong> are they alone<br />

or with other people? More obviously, what controls do they have available to them?<br />

5.2.1.2 Genres<br />

Not only do you have the various platforms to contend with, but there is also the<br />

plethora of genres that exist. Puzzle, first-person shooter, adventure, Role-Play<strong>in</strong>g<br />

Game (RPG), or Simulation (Sim) games to name a few. Each of these comes with a<br />

set of historical rules, some which dictate perspective <strong>and</strong> game play such as <strong>in</strong> firstperson<br />

shooters, others that dictate rule sets <strong>and</strong> game development, for example <strong>in</strong><br />

RPGs.<br />

All of these genres have a different impact on the k<strong>in</strong>d of experience that people<br />

will have <strong>and</strong> expect to have. The pace, types of thought processes <strong>and</strong> challenges<br />

that will take place, the scale of the game <strong>and</strong> time that might need to be <strong>in</strong>vested<br />

are all implied <strong>in</strong> the genre alone.<br />

5.2.1.3 Delivery<br />

The method <strong>in</strong> which the game is delivered to its audience also needs to be considered.<br />

How will users get their content, will it be downloadable or on a disc<br />

bought from stores? Will there be periodic updates, or does it rema<strong>in</strong> unchanged<br />

after release? Can users create content <strong>and</strong> if so how <strong>and</strong> where do they do this?<br />

Each of these decisions will impact cost, user expectations <strong>and</strong> their experience of<br />

the product.<br />

The platform, genre, <strong>and</strong> delivery method are only the beg<strong>in</strong>n<strong>in</strong>g of the decisionmak<strong>in</strong>g<br />

process that will shape the game. Sometimes there is little choice <strong>in</strong> the<br />

direction the game will take. If a game is designed for Sony, then it will most likely<br />

be a PlayStation product to be played on Sony platforms. The platform the game<br />

will be played on impacts the audience the game will attract <strong>and</strong> the experience that<br />

can be created.<br />

5.2.2 The People<br />

It is not just the technology <strong>and</strong> its structures that make up this <strong>in</strong>dustry. The most<br />

important element is the people who work <strong>in</strong> this l<strong>and</strong>scape.<br />

The games <strong>in</strong>dustry is notoriously male-dom<strong>in</strong>ated, especially on the development<br />

side. About 11% of people <strong>in</strong> the games <strong>in</strong>dustry are female (IGDA 2005). The<br />

reasons <strong>and</strong> impact of this on the k<strong>in</strong>ds of experiences created have been debated<br />

from all angles. These debates will not be exp<strong>and</strong>ed upon here, but it is clearly<br />

someth<strong>in</strong>g we should be aware of. Depend<strong>in</strong>g on your position on how software is<br />

<strong>in</strong>fluenced by those that create it, it may be of <strong>in</strong>tegral importance to the k<strong>in</strong>d of<br />

experiences we create.<br />

The average age of a game developer is 31, with approximately 5 years <strong>in</strong>dustry<br />

experience <strong>and</strong> most likely to have a university education <strong>and</strong> to be heterosexual <strong>and</strong><br />

white (IGDA 2005).

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!