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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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124 G. McAllister <strong>and</strong> G.R. White<br />

analysis, mean responses were also presented back to the development team <strong>in</strong> bar<br />

graph form, whose value axis ranged from 1.00 to 4.00.<br />

Focus group test<strong>in</strong>g <strong>in</strong> the games <strong>in</strong>dustry is generally approached with a degree<br />

of trepidation. Most developers are sceptical about the quality of the processes, participants,<br />

their feedback <strong>and</strong> <strong>in</strong>terpretation of data. Subsequently, it can be hard to<br />

get buy-<strong>in</strong> from the development team, <strong>and</strong> most importantly from the senior members<br />

who have the authority to make decisions relat<strong>in</strong>g to them. Field’s answer is to<br />

prove the quality of these issues to the major stakeholders <strong>in</strong> the team. For example,<br />

dur<strong>in</strong>g their recent test<strong>in</strong>g sessions the lead programmer <strong>and</strong> artist were actively<br />

<strong>in</strong>volved, visited the test<strong>in</strong>g site <strong>and</strong> gave their feedback about the research questions<br />

the study was <strong>in</strong>tended to address.<br />

Field praised the work of the focus group company <strong>and</strong>, despite comment<strong>in</strong>g that<br />

it was an expensive process, would consider doubl<strong>in</strong>g the number of participants for<br />

their next game. In particular, he po<strong>in</strong>ted out that all of the participants were already<br />

aware of Buzz!, so an additional control group who had never played before would<br />

be beneficial.<br />

The identification of demographic groups does guide the development process,<br />

<strong>and</strong> Field po<strong>in</strong>ts out the importance of underst<strong>and</strong><strong>in</strong>g the context <strong>and</strong> manner <strong>in</strong><br />

which the game will likely be played. Throughout the development life cycle, the<br />

team try to bear <strong>in</strong> m<strong>in</strong>d what Field calls “the mum-factor”; an <strong>in</strong>formal personabased<br />

approach where they try to imag<strong>in</strong>e their own mothers hold<strong>in</strong>g the controllers<br />

<strong>and</strong> enjoy<strong>in</strong>g play<strong>in</strong>g the game. Similarly, they have a “drunk factor” scenario, for<br />

groups of gamers who come home to play after a dr<strong>in</strong>k<strong>in</strong>g session at the pub. Similar<br />

to Zoë Mode, it is acknowledged that the Relentless development team do not represent<br />

the typical consumer <strong>and</strong> that features which <strong>in</strong>dividual developers might enjoy<br />

are not necessarily appropriate to <strong>in</strong>clude <strong>in</strong> the f<strong>in</strong>al game.<br />

This attention to players permeates the whole design process to the extent that<br />

the designers try to use a more conversational language when address<strong>in</strong>g players,<br />

such as avoid<strong>in</strong>g conventional game terms like “Load<strong>in</strong>g”. This term<strong>in</strong>ology could<br />

potentially alienate players for whom Buzz! might be their first video game experience,<br />

so the team prefer to speak to the players <strong>in</strong>formally with phrases like “How<br />

would you like to play this game?” <strong>in</strong>stead of the terse but typical “Select Mode”.<br />

7.4.3.3 Post-Launch<br />

Not unlike the technique of <strong>in</strong>strumentation discussed earlier <strong>in</strong> the Black Rock<br />

case study, Buzz! Quiz TV captures data which allow the team to identify what, how<br />

<strong>and</strong> when the game is played. However, rather than be<strong>in</strong>g captured <strong>and</strong> used only<br />

<strong>in</strong>ternally with pre-release versions of the game, Relentless capture telemetry data<br />

remotely from players of the f<strong>in</strong>al, released game as they play <strong>in</strong> their own homes.<br />

Sony’s legal department underst<strong>and</strong>ably limits what k<strong>in</strong>d of data can be collected,<br />

but clearly this still cont<strong>in</strong>ually produces a vast quantity of data, <strong>and</strong> Field comments<br />

that this does make it difficult to filter <strong>and</strong> analyse.<br />

Relentless also analysed the 50 or so reviews available after the game shipped<br />

<strong>in</strong> an attempt to identify problematic issues <strong>and</strong> <strong>in</strong>corporate this feedback <strong>in</strong>to<br />

future developments. This process <strong>in</strong>volved a frequency analysis of comments about

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