1 / 15

Mock Case Study: Issues with Nintendo’s Star Fox: Zero

Mock Case Study: Issues with Nintendo’s Star Fox: Zero. Andrew Ross. Background and Methods. Goal: Identify usability issues with Star Fox: Zero

rvasquez
Download Presentation

Mock Case Study: Issues with Nintendo’s Star Fox: Zero

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Mock Case Study: Issues with Nintendo’s Star Fox: Zero Andrew Ross

  2. Background and Methods • Goal: Identify usability issues with Star Fox: Zero • First tested an early demo of the game with an expert reviewer (myself), then collected feedback from other experts (gaming media) and Nintendo demo technicians. • Tested an early release version of the game with an expert reviewer (myself) while keeping a observation journal • Recruited a volunteer familiar with first-person shooting games and observed them, keeping notes and conducting interview questions about their experience • Compared previous experience with non-professional reactions around the internet • Compared all data to recent, similar games and developer practices

  3. Issue Priority Level Explanation • Critical- Usability issue prevented or demotivated user to complete the task. Fix urgently needed. • Serious- Usability issue significantly slows down some users and may cause them to search for a workaround. Fix as soon as possible. • Medium- Usability issue irritated or frustrated users but didn’t affect completion. Fix during next standard update. • Low- Generally cosmetic or editorial issues. May be okay, but too many can damage brand image.

  4. Findings

  5. Issue: Wii Pad aiming needs frequent resetting • Priority Level: Medium • Cause: Gyroscopic sensors have limited precision • Impact: Players must often reset their aiming or risk misses and/or death

  6. Issue: Players confused about where to look • Priority Level: Serious • Cause: Players' attention is split between aiming on the game pad and controlling their vehicle on the TV screen • Cause: Players in this genre tend to do both tasks simultaneously on one screen • Impact: Players crash, miss targets, and become generally frustrated

  7. Issue: Players dislike having to use the game pad • Priority Level: Critical • Cause: Players in this genre tend to aim and move simultaneously on one screen • Cause: Players physical arm movement to view is coupled with aiming in first person POV, while vehicle movement uses joystick/button control; seems inverse from other, successful games, including Nintendo’s Splatoon • Impact: Players try to turn off gyroscopic controls, are unable to do so, and sometimes stop playing the game

  8. Issue: Players have trouble controlling their ship during cut scenes and boss fights • Priority Level: Medium • Cause: Cut scenes and boss fights force an unnatural camera shift • Impact: Players suddenly must reorient themselves to a perspective they don’t use for a majority of the game • Impact: Playersmust suddenly use the aiming screen for flight control • Impact: Players become distracted by cut scenes but may crash and die Image source: http://www.forbes.com/

  9. Issue: Players ignore voice-acted audio queues • Priority Level: Medium • Cause: Players annoyed with voice acting, especially when it references features they dislike (i.e. “Use the gamepad!”) • Impact: Players fail to correct or catch their errors • Impact: Players become frustrated with the game audio and may shut it off

  10. Issue: Players complain about difficult controls • Priority Level: Critical • Cause: Wii Pad aiming needs frequent resetting • Cause: Players confused about which screen to check • Cause: Players ignore voice-acted audio • Cause: Game requires gyroscopic aiming on one screen while using traditional joystick/button combos for directional input • Cause: Directional input occasionally requires combos or buttons attached to vastly different commands (i.e. joystick double-tap left or right for a defensive move sometimes mistakenly becomes a “down” tap for braking) • Impact: Players frequently die, become frustrated, and stop playing the game

  11. Issue: Players bored by the tutorial/training • Priority Level: Medium • Cause: Tutorial is more like a calibration game • Cause: Tutorial will skip to the next task even if the player fails at a task • Cause: Tutorial/Training disconnected from game story/action • Impact: Players may avoid/skip tutorial/training

  12. Issue: Players struggle through levels • Priority Level: Medium • Cause: Levels poorly prepare players for their required tasks • Cause: By the time some players have acquired the required skill(s) to feel successful, the level ends • Impact: Players lost motivation to master the game and replay it

  13. Issue: Players often complain about controls when using new vehicles • Priority Level: Medium • Cause: Frequent vehicle changing with very different controls makes it difficult to build familiarity with controls • Cause: Players struggle through levels • Impact: Players often strongly dislike less frequently used vehicles and avoid levels that utilize them

  14. Summary • Juggling two perspectives, traditional control input, and motion controls (particularly that couples head and body movement) is too difficult for most players, causing some to outright avoid the game • Internal training and tutorial system is poor and fails to engage the player, making the first issue even more salient • Two player mode was well received; Separating the controls shows that the two control types are independently enjoyable. This confirms thatthe use of the two simultaneously is the problem.

  15. Recommendations • VR game Valkyrie and MMO SWTOR’s space missions show that the genre can still be enjoyable; team members may want to use these games as a reference as to what’s been done with the genre • Aside from Splatoon, Nintendo games frequently have had gyroscopic controls as an option, not a full-game requirement, and this type of control has always received negative to mixed reviews, so use it sparingly • Past Nintendo games (and successful VR games) that focus on decoupled head and body movement perform better, so motion controls may need to be rethought • If perspective immersion is the main function of the current controls, developers should consider current VR practices, including simulation sickness, and consider how adapt them to the Wii U • Changing controls should help refocus tutorial and training experience and may possible allow for streamlining the tutorial First party, non-launch released Wii U games relying on gyroscopic controlsSources: VGChartz.com, MetaCritic.com

More Related