Heuristic evaluation of Mini Ninjas and how to describe problems

This article goes through an old heuristic evaluation using Katherine Isbister and Noah Schaffer’s criteria found in the Game Usability book. You’ll find an example of presentation slides, followed by an in-depth review of common mistakes to avoid when writing expert reviews. Continue reading Heuristic evaluation of Mini Ninjas and how to describe problems

Cats 2048 – usability evaluation

As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.

Next up, Cats 2048.

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Colorful 2048 – another usability evaluation

As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.

Next up, another colorful 2048.

Continue reading Colorful 2048 – another usability evaluation

2048 – tile merge feedback comparison across games

This article takes a look at how different 2048 games provide feedback when a player successfully merges tiles and how those feedback choices affect player perception of their success and progress. Continue reading 2048 – tile merge feedback comparison across games

Bloodborne’s optional step by step tutorials empower players

Optional tutorials give everything away…

Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.

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Bloodborne’s character creation remains quite complicated

Customizing the character’s appearance doesn’t really match the player’s logic

Character creation screens are usually complex. The one of Bloodborne is also complicated.

Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.

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Bloodborne’s cues and feedback quality

Clear feedback that conveys personality

Identifying interactive objects : highlights and error messages

Players somtimes confuse natural lighting with iteraction cues but interactive items are easy to identify

Light effects are very effective to draw the player’s attention on objects. In Bloodborne, the lighting tends to attrack the player to decoration that isn’t interactive. It soon becomes easy to make the difference between “natural light” and actual items to pick up thanks to a shiny dot and a highlight in the dark that is active even without a torch.

Continue reading Bloodborne’s cues and feedback quality