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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7 Video Game Development <strong>and</strong> <strong>User</strong> <strong>Experience</strong> 121<br />
dur<strong>in</strong>g play as well as a description of the overall mood. F<strong>in</strong>ally, the large amount of<br />
video data gathered was <strong>in</strong>valuable for demonstrat<strong>in</strong>g <strong>and</strong> resolv<strong>in</strong>g problems with<br />
the game.<br />
7.4.2.5 Chang<strong>in</strong>g Demographic<br />
Chequer comments on the development of the <strong>in</strong>dustry as a whole <strong>and</strong> po<strong>in</strong>ts out<br />
that <strong>in</strong> earlier times the market was predom<strong>in</strong>antly made of a small core of people<br />
who were experienced players, of which the game developers themselves were part.<br />
In those times, it was relatively easy for developers to make games they liked <strong>and</strong><br />
be more confident that they would appeal to the market, as the team represented<br />
that market (for more discussion of the background <strong>and</strong> effect of these “cultures<br />
of production”, see Dovey <strong>and</strong> Kennedy 2006). Now with a broader market <strong>and</strong><br />
games that are particularly <strong>in</strong>tended to be played by less experienced players, the<br />
distance between the developers <strong>and</strong> market means that fewer assumptions can be<br />
made <strong>and</strong> more attention has to be paid to test<strong>in</strong>g. Chequer describes observ<strong>in</strong>g<br />
his own mother play<strong>in</strong>g a game (see also the “mum-factor” <strong>in</strong> the Relentless casestudy),<br />
who wanted to stop play<strong>in</strong>g but wasn’t familiar with the convention that the<br />
“Start” button not only starts games but also stops them. These k<strong>in</strong>ds of conventions<br />
can clearly be confus<strong>in</strong>g to the casual audience who may need additional assistance<br />
<strong>and</strong> explanation.<br />
7.4.2.6 Studio-Wide Quality Review<br />
Currently, Zoë Mode do not have an official m<strong>and</strong>ate to conduct usability studies,<br />
though a new <strong>in</strong>itiative <strong>in</strong> the company does <strong>in</strong>corporate usability techniques<br />
as part of their new studio-wide quality review, which also <strong>in</strong>cludes focus group<br />
test<strong>in</strong>g <strong>and</strong> their st<strong>and</strong>ard postmortem of the development process itself. This is<br />
a relatively new <strong>in</strong>itiative which was begun only a year ago, <strong>and</strong> which itself is<br />
currently under review. Under this process, qualitative comments about the development<br />
process are collated <strong>and</strong> summarised, then anonymously reported back to the<br />
team. Previously, only senior management were <strong>in</strong>volved <strong>in</strong> the process of decid<strong>in</strong>g<br />
whether a game was of sufficient quality to ship, but a new model for this process<br />
additionally <strong>in</strong>volves members of the team. These <strong>in</strong>clude senior staff such as the<br />
discipl<strong>in</strong>e leads, but some people from other teams <strong>in</strong> the company are also brought<br />
<strong>in</strong> for a fresh perspective. New<strong>in</strong>g po<strong>in</strong>ts out that <strong>in</strong>ternal reviews can be problematic,<br />
whereas br<strong>in</strong>g<strong>in</strong>g <strong>in</strong> external reviewers helps to provide fresh, impartial <strong>and</strong><br />
unbiased assessment. We would agree <strong>and</strong> further recommend consider<strong>in</strong>g feedback<br />
from players external to the game development <strong>in</strong>dustry.<br />
7.4.2.7 Postmortem<br />
<strong>Games</strong> f<strong>in</strong>ished <strong>in</strong> the previous 2–3 years have run postmortems, but not <strong>in</strong> a st<strong>and</strong>ardised<br />
manner that would allow the team to quantify <strong>and</strong> compare their successes<br />
<strong>and</strong> failures with previous projects. The def<strong>in</strong>ition of a st<strong>and</strong>ardised postmortem