Now given that your average gamer is a fully-fledged card carrying member of the MTV generation it goes without saying that his attention span sits around the 30s mark. So what does this mean for the game designer? Well it means that if the player isn’t playing within those first 30s he will not buy your game. If he gets frustrated because he doesn’t understand what to do or how to do it he’ll smack alt-F4 and return to youTube to watch the latest video of a spandex-clad American playing a harp with nothing other than a litter of puppies and a chopstick.
So we designed our usability test. We decided that every player needed to be able to understand what to do and be able to do it after he had played two Multiwinia games. Now being clever scientist chaps we had no problem in developing this test and the implementation was flawless (thanks to Leander and Gary), but it wasn’t until afterwards that I really started to think about the philosophy of what we had done.
Assuming the players needed to understand everything, immediately is exactly what you need if you are writing iTunes or iPhoto or Word or some other software package. Try that with games and you will end up with a very simple, very obvious, very boring, one dimensional game that will only appeal to your four year old.
It is this very problem that Chris and I have been wrestling with during the weeks following the test. Chris will come to the Flying Hamster every Tuesday and show me some of the new usability “solutions” that he has come up with. For the most part these are fantastic and fit really well, but every now and then the desire to make something obvious, to simplify an action or to reduce it to it’s constituent parts just rips the depth from the game and (in my opinion) will reduce it’s longevity.
So what’s to be done? Well I think the solution (unusually) is actually quite simple. As a game designer you need to recognise that the different actions and strategies within the game have different levels of complexity associated with them. It is not necessary to have a total understanding up front, and if you don’t want a feature to kick in until the third game-hour, then test it’s usability after the third hour – simple as ABC. Perhaps.
In fact the more I consider it the Usability test isn’t really about “Usability” in fact it is about managing the complexity within a game. It’s about managing what the player sees and when. It’s about making it easy learn and hard to master. It’s about being engaging and challenging and ultimately (surprise, surprise) it’s about being fun.
Now those words mean different things to different people and it is vitally important to understand what sort of people will play your game. How clever are they? What sort of games do they play? What else are they in to? A failure to consider these issues will result in you desperately trying to be all things to all people and reducing your design to the lowest common denominator.
In the past we haven’t bothered with any kind of usability test (check out the opening level of the original Darwinia if you want a lesson on how to get it wrong








