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Usability and Games: Nokia's Guidelines for Greater Fun
Source: UN, 18 September 2003
Submitted by
Ann Light
Earlier in the year, Nokia presented results of a game usability study it had commissioned. The study concentrated on solving usability and playability issues in games developed by three companies for Series 40 devices. The most visible result is a detailed collection of usability guidelines that are available on the Nokia website (see the link below).
All the participants in the study declared a strong belief in the value of employing usability and that adhering to the study's guidelines (see highlights below) would lead to better games: 'If the player is unable to overcome usability problems, the game probably won't get a second chance.'
The study report also introduces the idea of "playability", a term conceded to be a bit vague, but defined as referring to the quality of gameplay and style of interaction. 'Improving gameplay involves more than improving usability, but better gameplay requires a systematic study of playability: focus on understanding how to implement rules, game mechanics, game balance, and so on. These elements are the essence of game-like interaction, the "fun factor" as it exists in the better games, and it is mostly left unexplored in the usability guidelines.'
Recommendations include: * Provide a clear menu structure * Simplicity Is key * Provide help when needed 'Do not expect players to read help text or force them to do so.' * Be relentlessly consistent * Don't waste the user's time 'Allow her to skip the introduction. Do not require re-entry of data. Provide shortcuts and reasonable default values.' * Use natural controls * Enable save and pause * Conform to real-world expectations 'For example, when jumping or throwing objects, the flight path should be predictable. There must be no invisible barriers that the player cannot pass.' * Go easy on the sound * Implement a high scores list 'Tell the user what score he reached before asking for a name; provide the previously entered name as the default. Do not force the user to enter a name; make it optional.'
Nokia also suggested that one way to segment the audience for games is into four categories: immersive, entertainment, social, and passive gamers. The first category, that of immersive gamers, is roughly equivalent to the game players often dubbed "hard core" in the games industry, early adopters who actively follow the field and spend a significant part of their leisure time playing games.
Entertainment gamers play games enthusiastically, but for them games are random fun, part of a repertoire of leisure activities.
Social gamers play mainly for the opportunity to socialize with other players, and prefer relatively simple, multiplayer games.
The final category, passive gamers, corresponds most closely to what the games industry terms "casual gamers" - the large demographic of people who play games from time to time, often to while away otherwise boring moments, but who are not likely to sit in front of a screen for hours on end.
Both latter groups are likely to find mobile games appealing, says the company: social gamers because mobile devices are networked and can support multiplayer games, passive gamers because people carry their mobile phones with them all the time, and will use them to kill time.
Associated Link:
Nokia Series 40 J2ME Game Usability Guidelines (pdf)
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