Chapter 46

User-Centered Design In Games

Randy J. Pagulayan, Kevin Keeker, Dennis Wixon, Ramon L. Romero, and Thomas Fuller
Microsoft Game Studios

 

Outline

Introduction

Why Games Are Important

Defining Games

Games Versus Productivity Applications

Process Versus Results

Defining Goals Versus Importing Goals

Few Alternatives Versus Many Alternatives

Being Consistent Versus Generating Variety

Imposing Constraints Versus Removing or Structuring Constraints

Function Versus Mood

View of Outcome Versus View of World

Organization As Buyer Versus Individual As Buyer

Form Follows Function Versus Function Follows Form

Standard Input Devices Versus Novel Input Devices

Summary

Types of Games

PC Versus Console

NPD Genre Classification and Examples

Principles and Challenges Of Game Design

Identifying the Right Kind of Challenges

Addressing Different Skill Levels

Players Must Be Rewarded Appropriately

Collecting and Completing

Beyond Interactivity

Should There Be a Story?

Technological Innovation Drives Design

Perceptual-Motor Skill Requirements

Important Factors in Game Evaluation

Overall Quality (Also Known As “Fun ”)

Ease of Use

Challenge

Pace

Summary

User Research in Games

Introduction to Methods at Microsoft Game Studios-Principles in Practice

Facilities

Usability Techniques

Survey Techniques

Qualitative Group Methods

A Combined Approach

Conclusion

Acknowledgments

References

 

Figures

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