Title: UserCentred Design in Games
1User-Centred Design in Games
- Penny Sweetser and Penny Drennan
- School of ITEE,
- University of Queensland
2User-Centred Design in Games
- Many games are designed / tested based on
designer intuition - Missed opportunities to improve the game
- Aspects that frustrate / confuse the player
- Serious problems with interactions
- Conducting studies with game players to find out
how games can be better designed to enhance their
experience
3User-Centred Design in Games
- Methodology
- Focus groups
- Questionnaires
- Interviews
- Naturalistic / Ethnographic
- Two projects
- Game Environments
- Non-Player Characters
4Overview
- Game Environments
- Focus Group
- Questionnaire
- Design of Game Environment
- Non-Player Characters
- Questionnaire
- Focus Group / Questionnaire
- Observational Studies
5Game Environments
- Interactions often limited to pre-scripted
sequences / actions - Players inconsistent, unintuitive, difficulties
in learning, limited expression - Developers each event / object hand-crafted,
finding / fixing bugs, engine difficult to extend
/ scales poorly - Find problems and ways to improve
6Game Environments Focus Group
- Four experienced game players
- Rated self as experienced, plays daily, played
for min 5 years - 3 male, 1 female 21-25 years
- Some guiding questions
- Discussed experiences and opinions of interacting
in games
7Game Environment Focus Group
- Consistency objects that look the same act the
same, objects that behave differently look
different - Immersion audio is important (sound effects,
soundtrack), good introduction, strong narrative - Interaction and Gameplay variety and
new/unique interactions, passive scenery, must
add to game in some way
8Game Environments Focus Group
- Player Expression playing the way they want,
not the way the designer intended, linearity - Intuitive using objects in the way they expect,
problem solving, need to get help - Physics consistent, gravity, momentum, fire,
explosions, water
9Game Environments - Questionnaire
- Questions taken from focus group
- How does affect your enjoyment?
- Which aspects of the game environment affect the
enjoyment of people who play different types of
games? - Which aspects affect the enjoyment of people with
different levels of game playing experience?
10Game Environments - Questionnaire
- Online questionnaire
- 455 participants
- 421 male
- 34 female
11Game Environment Questionnaire
- Physics
- gravity, momentum, water, fire, graphics
- Player Expression Objects
- variety, new/unique ways to use objects
- Player Expression Gameplay
- different ways / own way to solve problems
12Game Environments - Questionnaire
- Intuitive Gameplay
- being able to perform a task, reasonable time
- Intuitive Objects
- using game objects in the way they expect,
passive scenery - Immersion Sound
- soundtrack, sound effects
- Immersion Narrative
- introduction, storyline
13Game Environments - Questionnaire
- Rated items on Likert scale (1-9)
- More experienced players rated four factors
significantly higher than less experienced
players - Physics (ß.100, t2.142, p.033)
- Expression (objects) (ß.126, t3.691, p.000)
- Immersion (sound) (ß.146, t2.704, p.007)
- Immersion (narrative) (ß.171, t3.138, p.002)
14Game Environments - Questionnaire
- Sound effects/soundtrack increased the enjoyment
of FPS players more than RPG players - F(2,388)2.886, p.057
- Using objects in intuitive ways increased the
enjoyment of FPS players more than RPG players - F(2,387)3.920, p.021
15Game Environment - Design
- User-centred studies will inform the design of a
game physics system - Aim a physics system that allows intuitive,
consistent, emergent gameplay - Simple global rules, interact to give emergent
behaviour, cellular automata - Sweetser, P. Wiles, J. (in press) Designing
Games for Intuitive, Emergent Gameplay. To be
published in Journal of Game Development,
Hingham, MA Charles River Media, Inc.
16Non-Player Characters
- Aim to enhance the gaming experience by
improving interactions with NPCs - How can we improve NPCs?
- Usually researcher assumptions or developer
intuition - Conduct studies with game players to find out
what aspects make characters more engaging,
enjoyable and satisfying
17NPCs Questionnaire
- Questionnaire (Sweetser et al, 2003)
- Which aspects of human behaviour are most
desirable in other players in computer games?
Sweetser, P., Johnson, D., Sweetser, J. Wiles,
J. (2003) Creating Engaging Artificial Characters
for Games. Presented at International Conference
on Entertainment Computing, Pittsburgh, PA, 8-10
May, 2003.
18NPCs Questionnaire
- Intelligent behaviour
- Four items related to ability to create
strategies, be challenging, improve and adapt - Social interaction
- Three items related to being fun to interact
with, being entertaining and social atmosphere - Realistic behaviour
- Three items related to self-preservation
- Communication
- Three items related to making and executing plans
together, communicating in natural and shared
language
19NPCs Questionnaire
- Rated preference for human or computer players
(1human,7computer) - Reasons for preferring humans
- intelligent behaviour, social interaction
- more challenging you can gloat
- Reasons for preferring computers
- convenience, individual games, confidence
- computer opponents are always available
20NPCs Questionnaire
- Rated questions related to realistic,
intelligent, social, communication - Preference for human players associated with
higher levels of realistic behaviour, intelligent
behaviour and social interaction - Split in community prefer humans / computers
for different reasons
21Overview
- Game Environments
- Focus Group
- Questionnaire
- Design of Game Environment
- Non-Player Characters
- Questionnaire
- Focus Group / Questionnaire
- Observational Studies
22NPCs Questionnaire
- Looking for general opinions on NPCs
- Asked experienced players to rate general
qualities of NPCs - Tactical Intelligence
- Emotional Intelligence
- Reacting and Sensing Abilities
- Open-ended questions
- What do you think of tactical intelligence in
general? - Examples of NPCs that have good/bad tactical
intelligence - Reason why the NPC has good/bad tactical
intelligence
23NPCs Initial Results
- Balance
- You dont want the NPC to always beat you (or
kill all the enemy and leave you none, if the NPC
is a teammate). Balance is needed an enemy to
put up a good fight, a teammate to back you up - Sensory Honesty
- games in which NPCs are omnipotent and can see
through walls arent fun - Emotional Realism
- the opponent takes a morale check and if it
fails, runs away. This makes the opponent appear
afraid or panicky which is what you would expect
24Future Work on NPCs
- Looking for most engaging characteristics of NPCs
- Online Focus Group
- Large survey, approx. 300 participants
- Observations of players interacting with NPCs
- Online or in a LAN game
- Participant not physically observed, only through
game interaction
25Conclusion
- Why user-centred design?
- What are the methods?
- What are the applications?
- What is the benefit for developers?