So, What is HCI?
Task #1:
INTRODUCTION:
There are many things which have contributed to those in the game industry. One that should definitely be mentioned is the development of technologies like controllers, computers and more. However, while these different technologies have been improved rapidly, Game Design has been playing the catch up game with this type of new innovative tech that comes along every year, something new and bold. In fact, many game designers face the fact that creating a game which can be easily learned, played, and enjoyed is the real challenge. Since the limitation of their resources, and the lack of research foundation in game design, most of games have been developed based solely on own experiences and intuitions of the designer and this is why many indie companies succeed however a lot do not, Solo developers tend to fail more often than smaller teams whom can work together to achieve a successful video game and I think it is down to who the demographics are of the games they make.
HOWEVER!, the Human Computer Interaction which is also abbreviated as [H.C.I] has been researched for the past few years. H.C.I is the combination of Computer Science, Sociology, Anthropology, Ergonomics, Psychology, and Linguistics, so in laments terms, it studies how a human, like me or you manages to interacts with computer systems. The reason why it is an interesting field is because it has many, MANY innovative ideas and methods that have solved a number of problems in other industries aside from the games industry and while some of those are relevant to Game Design. H.C.I provides useful insight for User Interface Design such as menus and icons for example and the application of H.C.I in games design. It has been proved that once it is learned and used by a game designer, H.C.I processes and the different types of methods can improve the playing experiences or rather the players experience for the user in computer and video games. Some of the relevant works and studies of game design have been conducted with the involvement of Human-Computer Interaction. An example of this would be the research of game technologies in 3 Dimensions which the end goal of that is to enhance engagement and immersion in game playing.
Task #2,#3 & #4
HCI & UI DESIGN
Foreword - In this task I will be analysing three different video games on three different platforms and anaylsing the UI and HCI of those games.
HUMAN-COMPUTER INTERACTION
Nowadays, when a VERY LARGE number of computer-based systems exist, the human activities are being computer mediated to ensure failure doesn't ensue. But in designing the user-interfaces for those platforms, the Human Computer Interaction is left behind without consideration. In games design this is often overlooked in most indie games but if you take a look at bigger more triple A titles you'll see that the UI and UX have both been taken into account extensively to ensure both UI and UX coincide with each other. To those new to games development and design, the Human Computer Interaction side of things may be useful when providing recommendations for the User Interface/Human Computer Interface design such as menus, icons, loading screens, important info for the player to be displayed and entry screens to games and levels.
As a sub-category of games development, Games Design is the method and idea of designing the content, assets, props, sound and rules of a game in the pre-build and there is also the other side to consider which is that of the design of game play, environment, story line, and characters during the same pre-build of the game. It is necessary to think about audience needs first throughout the development process. Some possible questions require answers such as: Who is in the audience? What are their requirements? The evaluation criteria used in the design development process springs from answers to these and other questions. Therefore, Designers must understand and advocate for the user.
Comfort is everything when you sit around for hours playing video games, in HCI terms that is called the ergonomics, which in laments terms describes the safety and comfort of computer systems and when playing video games is what console and machine manufacturers take into consideration. Because they want to allow the user to play for as long as they want and as comfortably as they want when using their product.
GAME #1 - Half-Life - Half Life is a game that set the standards for Human-Computer interaction and how games are meant to be made in terms of game play and user-interface. Let's take a look at the different UI and HCI elements of this greatly classic game.
HALF LIFE - HCI INTERACTION - GAMEPLAY ANALYSIS
"Games have outcomes and feedback. That help us in learning."
"Games are adaptive. That gives us flow."
"Games have win states. That gives us ego gratification."
"Games have conflict/ competition/ challenge/ opposition. That gives us adrenaline."
"Games have problem solving. That sparks our creativity."
"Games have interaction. That gives rewards us."
"Games have representation and story. That gives us emotion."
Half-Life is a game that really pushes you to your limits, bringing out other senses other than the five you have, Although you may not use all five senses when playing on a PC, it certainly brings out the other types of abilities, the Adapt, the creativity and the interactions which are just a few of the different abilities it brings out when playing, they're there to challenge you.
This quite above is from a Human Computer Interaction article which stated that the way we interact with video games triggers certain processes in our brains to achieve specific goals and convey a real sense of achievement, the different quotes in red have been highlighted because they are more prominent within Half-Life and to show you that, We'll analyse the game play aspects of Half-Life to show where these types of game play elements and methods of feedback and player control that comes with said problems. So let's begin with the problem solving aspect of the game.
GAME #2: - RESISTANCE 3: Resistance 3 is a game that set the standards for Human-Computer interaction on consoles and how games are meant to be made in terms of game play and user-interface. Let's take a look at the different UI and HCI elements of this well made game.
"Games have outcomes and feedback. That help us in learning." - In Resistance 3 a lot of the outcomes are based on pre-determined warnings placed around the levels which given hints to the player for what to expect and what the game expects the player to do, In this game play above, the player finds them self within a run down subway and stumble across a old tape recorder with the last words of a soldier on it, a foreshadowing tape as it highlights the dangers in store for the player, of course with this knowledge the player amply picks a suitable weapon, having learnt that the best way to take down a specific type of enemy is to use a shotgun.
"Games have conflict/ competition/ challenge/ opposition. That gives us adrenaline." - In Resistance 3 there are many dead ends filled with enemies, like a particular example would be when this player experiences and tries to plan a strategy which he believes will save him from having to fight, by rushing past them all he runs up some stairs hoping for the surface just to be met by a dead end and a swarm of feral aliens to which he is forced to fight, panicking he shotguns them all off. This shows that even though his plan didn't work, it gave him a challenge.
"Games have outcomes and feedback. That help us in learning." - In Resistance 3 a lot of the outcomes are based on pre-determined warnings placed around the levels which given hints to the player for what to expect and what the game expects the player to do, In this game play above, the player finds them self within a run down subway and stumble across a old tape recorder with the last words of a soldier on it, a foreshadowing tape as it highlights the dangers in store for the player, of course with this knowledge the player amply picks a suitable weapon, having learnt that the best way to take down a specific type of enemy is to use a shotgun.
"Games have representation and story. That gives us emotion." - In the video at around 4:10, The player explains that this game is sort of fast paced and rushed, but it also has an interesting story. In fact this in my personal opinion was my most favorite game of 2011, since the story, after having played the first two predecessors of this series, the story was just absolutely fantastic and compelled me to want to find out the conclusion to the series, how they managed to contain this virus and invasion by these aliens. It had very deep cut-scenes that really impacted the outcome of the next chapter, granted it was a very linear game, but what mattered was the story which kept you on edge and wanting to know more.
GAMES #3 - PORTAL - THIS WAS A TRIUMPH
For this game, I'd like to start it off differently and talk extensively about the controller system for this particular video game as it has so much that makes it superior to controller systems such as the XBOX or PlayStation controllers.
To continue on with this section, I had a few people sit down and play with the Steam Controller you saw earlier and had them playing this game: PORTAL, To get their experience but also see if there was any difference to how they know it from XBOX's Orange Box as many in there have played on the console version of PORTAL.
After collecting the responses i chose from the ten i received, let's take a look at one of the more seriously taken answers.
The main aim of this primary research was to get to know the differences between the more modern console controllers compared to the Steam Controller that I had these two using, the steam controller is a controller developed to essentially and aim to replace the use of console controllers in the use of Steam games and their service and so to combat that they developed a controller specifically to combat all platforms including their own universally.
However, i asked each of these two several questions to find out whether this controller is better off or worse off than others on the market.
PLAYER #1
Q1]: How does this differ from controllers you've used in the past?
A1]: less bulky and more streamlined in appearance
Nowadays a lot of controllers are large lumps of plastic and offer for some, uncomfort and with the Steam controller that isn't as much the case as it has a very streamlined appearance and feel when you hold it, it was specifically designed to be a snug fit in the palms as the handles are inverted to offer better stability when gaming.
Q2]: Is it more comfortable than other controllers you've used?
A2]: At first touch yes but the analogue thumbstick is too central
Secondly, Dan here wasn't the only one that had an issue with this, quite a few of the people in the control group were slightly dissapointed that the left analog stick was slightly too center for the left thumb, on other controllers these are either too far left or right, taking the PS3 one for example, the analog sticks are far enough left and right to be comfortable when playing. XBOX however, seems really weird to me as the analog sticks are opposite to each other. one at the top and one at the bottom, strange. But yes, the analog stick is one of the bigger downsides to the controller.
Q3]: Would you use this controller over more traditional control systems?
A3]: Maybe, But for that to happen Valve would need to revamp the inverted holding position, as the controller doesn't traditionally feel as comfortable as that of a PS3/4 controller
Again, the inverted holding position, not much more other than to say that this combined with the analog stick issue makes for an awkward playing experience and player experience is everything when taking into consideration the ergonomics of these control systems. Not very pleased with that to be fair.
Q4]: Were the controls responsive to the game you were playing or was there delay?
A4]: if anything the sensitivity could have been turned down
Luckily for this, and my most favourite feature personally is the ability to customise and adjust the controller to suit YOUR needs as opposed to a companies preference, take XBOX or PlayStation for example, both these companies don't allow you the extensive customisation of your controllers and that's what i really love about this controller and it makes it brilliant because, if you have issues like the analog being too far center.. just remap the control assigned to it, to a different button.
Q5]: Were there any sense features such as: Vibration or Sound?
A5]: Vibration no sound
This was evident throughout the playsession as the vibrations worked, but the sound from the built in speakers wasn't as evident even though it was enabled. Perhaps it was down to the game but yes, these features are brilliant especially for deaf people, the vibrations are great so they know somethings up when they are in danger.
Q6]: What are the good things you like about the controller?
A6]: Streamlined and responsive
The controller itself was streamline and more futuristic than any other controllers I've seen and this is good because the better streamline, the better comfort right? well not so much for this, it is sort of a eprsonal preference and well, it is rather comfortable and i assume you can get used to it afterwards but overall it is down to the player who is using it and their preferences, they may opt to use another controller over this one. As for the responsiveness it was immaculate and there was little to no delay between the controller and the functions on screen.
Q7]: What are the bad things you dislike about the controller?
A7]: control setup is more complicated than needed and off putting
A lot of game control setups can be confusing, but after a while they can be quite useful for finding that right setup for you, if not, the community have you covered with other types of preset control maps setup for you to use free.
"Games have outcomes and feedback. That help us in learning."
"Games are adaptive. That gives us flow."
"Games have win states. That gives us ego gratification."
"Games have conflict/ competition/ challenge/ opposition. That gives us adrenaline."
"Games have problem solving. That sparks our creativity."
"Games have interaction. That gives rewards us."
"Games have representation and story. That gives us emotion."
"Games have outcomes and feedback. That help us in learning." - Portal is a game that drives your brain to its breaking point with an array of puzzles which gradually get harder and harder. I decided it would be a good idea to stray away from game-play videos of others playing it and get the opinions and feedback of those I had play it whilst they were testing the steam controller. So, when I had Joseph W. playing Portal, a novice to PC gaming he found the entire experience weird, mainly because he was not used to the controls but found that it was easier for him to be told what to do rather than doing it for himself, So as I was observing him, I more often than not found myself guiding him through just whilst he got used to the mechanics. A lot of the outcomes of his actions tended to end badly or with him dying a lot in the game, when I asked him what he thought of the game he stated that PC gaming wasn't really for him.
"Games have conflict/ competition/ challenge/ opposition. That gives us adrenaline." - Portal is certainly a game that at the end of the day is guaranteed to mess with your mind with the crazy challenges, enemies and competition it throws at you, In many of the levels (Specifically Android hell) the player often finds them-self faced and pitched against sentry turrets which shoot the player when they cross the laser sight, Daniel, the next player who I had play through Portal got to such a stage and actually repeatedly got shot over and over again to the point he gave up. Portal is not for the faint of heart. In my personal experience that was one of the more easier levels but I suppose he hasn't played Portal before as evident by his actions. I sort of wish I recorded it now to show you.
"Games have outcomes and feedback. That help us in learning." - Portal is a nice game and a hard game, but it does make the player learn fast when they mess something up. Usually this results in loss of life and they learn from those mistakes, in fact, I'd say most of the time people die in this game they pick up quickly the sort of game they're playing and adapt to that train of thought.
"Games have win states. That gives us ego gratification." - Portal is a game that loves rewarding the player with comical lines from the evil antagonist. However the game also likes to reward the player and their ego by giving them secret places to explore which also rewards them with snippets of story as to what happens in the facility you find yourself trapped within. Something that is more evident in the second Portal than in the first is the dynamic options that you get when you complete a level, depending on how you did the antagonist will respond differently and sometimes for that, you need to do a bit more work.
CONCLUSIONS: To conclude this project, I'd like to go over the most important things and why H.C.I is important to video games as well as why the three games I chose measure up to those expectations well.
To start, user interface is a big factor in the immersion department of video games and Human Computer Interaction, because what can truly make or break a game for a player is how much clutter is on a screen. If you have as much clutter on a screen as say for instance [World of Warcraft] does, then you'll not have a very immersive time if you were looking to follow the story as much of the screen is engulfed in icons and powers on scroll bars and tabs.
User interface however is only a slice of the overall gaming experience and how that can make or break whether someone plays a game for 5 minutes or 5 hours. No, what else factors into this is what control system you choose to base your game upon. If for instance you market your game with a control system for that of say a PlayStation, you're only going to be exclusively marketing to PlayStation users and this is a narrow market which is why more often than not you'll see bigger triple A games companies shipping their games to multiple platform control systems as every gamer has a preferred gaming platform and if their favorite game series is exclusively restricted to one control system then there would be a public outcry as there was for the GTA 5 rant, when Rockstar only marketed the game for XBOX and PlayStation, PC gamers went through a whole petition to get GTA 5 on the PC and it worked. GTA 5 was made available and sold on steam.
Now in terms of the games that I chose, beginning with Half-Life, Half-Life likes to keep things minimal and focuses more on immersion when playing, the User Interface combined with the narrative works well because the interface is lacking in screen space, minimalist and good for it. Overall immersing the player in a science facility over run by aliens. Killing and fighting through to escape. It is a game that really does do itself justice and why it has won so many awards.
Secondly, Resistance 3, a vastly different game to Half-Life but it shares a common theme, aliens. Aliens that seek to covert or destroy those who refuse to resist. Invading and fighting back against human resistance. Resistance 3 is a game where User-Interface is everything as without the user-interface it has, it would be very hard to know where you need to go next as the game places down way-point indicators for the player to follow whilst battling through aliens. A nice touch that Resistance 3 has however when trying to keep on the immersive side is if you haven't fired your weapon for a while the UI will fade away until as such time as you engage in combat.
Thirdly Portal, Portal is a game that drives you to your limits and can often at times be frustrating, however much like Half-Life it loves to keep the Interface on the minimum as immersion in Valve games is everything and that much is evident with only your primary mode of navigation filling your screen.
Portal when it comes down to control systems was never meant for anything outside of PC really, However it was released along with Half Life 2 Episode 2 on the Orange box to XBOX, but this was only a one off as Valve hasn't pushed for anything outside of PC ever since. Mainly because in my opinion there is a more flexible and wider range of audience on PC compared to consoles and that is ever growing.
Bibliography: References for Secondary research
UNIT 79 RESEARCH REFERENCES FOR BIBLIOGRAPHY
#1: UKIE. (2014). Games industry in numbers. Available: http://ukie.org.uk/research#Contribution. Last accessed 30/09/2016.
#2: Newzoo. (2016). THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%.
Available: https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/. Last accessed 30/09/2016.
Available: https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/. Last accessed 30/09/2016.
#3: John Caroll. (N/A). HCI. Available: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/human-computer-interaction-brief-intro. Last accessed 04/10/2016.
#4: Half Life: http://store.steampowered.com/app/70/
#5 Portal: http://store.steampowered.com/app/400/
#6: Primary Data gathered by myself, help from HNC Class of 2016/2017.
#7 Resistance 3: http://www.game.co.uk/en/resistance-3-72262