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
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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).