styx: shards of darkness usability review · pdf fileobjectives and methodology result...
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Styx: Shards of DarknessUsability Review
Tiago Gonçalves
October 2017
Objectives and Methodology
Assess the usability of the game Styx: Shards of Darkness – v.1.05 (36.639)
Focus on the early experience of the game – Prologue + Mission 1 (~ 2 hours)
Identify positive usability aspects
Identify top 5 usability issues that may compromise the experience
Recommendations for improvements
Usability Review
Based on usability core principles and best practices (e.g., visual clarity, consistency)
Focus on issues that may affect how players interact with, learn, and enjoy the game
Platform Used
Styx: Shards of Darkness Usability Review - October 2017
Objectives and Methodology
Result consists of a list of usability aspects referring to the various components of the game:
Styx: Shards of Darkness Usability Review - October 2017
Traversal Stealth Navigation Combat
Controls Tutorials Interface General
Objectives and Methodology
Result consists of a list of usability aspects with varying degrees of severity
P
H
M
L
Positive – Good usability practice
High - A very difficult or persistent issue that can delay the player’s progress, forcing them to find a workaround, or “getting used” to it
Medium - A difficult or persistent issue that may significantly frustrate or confuse the player
Low - Not a necessarily difficult issue, but may still negatively affect the player’s experience
Styx: Shards of Darkness Usability Review - October 2017
CCritical - A very difficult or persistent issue that can halt the player’s progress (not present in this report)
Usability Positives(2 examples)
Styx: Shards of Darkness Usability Review - October 2017
Usability Positves
Game provides hints during loading screens
• These hints range from possible strategies the players can adopt to reminders on various features
• This way, it is ensured that even waiting times can be useful for the players to learn more about the game
• However - Some of the hints provided consist of the only references to important game mechanics
Styx: Shards of Darkness Usability Review - October 2017
Relevant information, nowhere else presented and
that may be necessary to understand the game
Relevant, but not critical, information, that can help the
player learning more about the game
P
Usability Positves
When a new set of actions is possible, the game informs on how to do them
• When presented with a specific scenario, the game will inform on the new functions the controls have
• This ensures that whenever a new context of interaction is presented, players know what can be done
However:
• Some of these prompts are not consistently represented (discussed in the usability issues section)
• While useful, some of these prompts can interfere with player immersion
Styx: Shards of Darkness Usability Review - October 2017
P
Climbing:
[C] – Drop
[SPACEBAR] – Jump to the next platform
Near a door:
[E] – Open Door
[LMB] – Look through keyhole
Near a corpse:
[E] – Pickpocket
[LMB] – Carry body
Usability IssuesControls can cause confusion(3 examples)
Styx: Shards of Darkness Usability Review - October 2017
Controls can cause confusion
Difficult to predict the distance and destination of jumping
Causes:
• Jumping feels “floaty”
• Inconsistent use of prompts regarding the destination of a jump - in some platformsinformation is given, in others it is not
• Colliding with some objects in the environment can lead Styx to drastically “slide” and change its trajectory
Possible Impacts:
• Players may not feel in control nor be able to predict the destination of a jump
• Players may not be able to determine which platforms are usable
• Players may fail jumps, die, and become frustrated in the process
Recommendations:
• Increase the “collision area” of the platforms Styx can hold onto
• Be consistent with the representations regarding where the player will jump to
Styx: Shards of Darkness Usability Review - October 2017
H
Player is specifically told where the
jump will lead to
No information on where the jump
or drop will lead to
Controls can cause confusion
Parry mechanic can be confusing
Causes:
• Parrying is never explained nor demonstrated
• First icon instructing the player to parry is not the cue that must be followed
• Actual cue to parry can be hard to notice
• Hit window can be considered too small/quick
• Parry can be irresponsive, particularly with multiple enemies around
• Parry only appears to work with enemies directly in front of Styx
Possible Impacts:
• Players may try to parry before they should (e.g., as in other games like Arkham Asylum)
• Players may try to parry in situations where it is not possible (e.g., enemies behind Styx)
• Styx may die – and too quickly for players to properly learn how to parry
• Players may consider this unfair and become frustrated
Recommendations:
• Explain and/or demonstrate the parrying mechanic (e.g., follow the players in the process of parrying, the first time it is required)
Styx: Shards of Darkness Usability Review - October 2017
Despite the helpful sound clues, the warning around
the parry icon is very fast and hard to see.
H
Controls can cause confusionPicking/Pickpocketing can be confusing
Causes:
• There is no information on what the player will pick up until the player tries it
• There is no information on how many items the player picks up
• Distance has an impact on the possible actions - examples:
• Killing vs Pickpocketing an enemy
• Picking an item vs Pickpocketing an enemy
• Picking an item vs Going under a table
Possible Impacts:
• Players may not know what they are picking nor how much
• Players may not be able to pickup what they want
• Players may not know when pickpocketing is possible or not – risk of being detected
• Players may become frustrated
Recommendations:
• Inform the player on the item that will be picked up
• Inform the player of when it is not possible to pickpocket an enemy due to distance (similarly to when lacking lockpicks)
Styx: Shards of Darkness Usability Review - October 2017
Can already push, but not pickpocket.
Similar example with different options (kill).
M
Usability IssuesUnclear Game Objectives(2 examples)
Styx: Shards of Darkness Usability Review - October 2017
Unclear Game Objectives
At the start of the game, it is difficult to understand where to go
Causes:
• Cutscene shows Styx moving forward – the game then requires Styx to move back
• Objective marker is displayed in front of Styx
• It is unclear that the player must turn the camera back
• Structures that the player can use to climb are visible in front/down of Styx
• By this point, the player is unfamiliar with the how far Styx can jump and survive a fall
Possible Impacts:
• Players may believe that it is possible to jump to one of those structures
• Styx may die – players may be frustrated right at the start of the game
Recommendations:
• Have Styx starting out looking towards the direction he must face
• Have Styx make some comment that suggest the player to turn around
Styx: Shards of Darkness Usability Review - October 2017
H
Player can try to jump down the building
Unclear Game Objectives
Mission objectives can be difficult to notice or understand
Causes:
• If displayed, notifications for new objectives can be hard to notice
• Objective conclusion notifications are much more visible
• Main objective markers can change quickly
• Secondary objective markers easily blend with the environment
• Colour-coded markers for enemies can be more visible/noticeable than other markers
Possible Impacts:
• Player can miss out objectives
• Player may be mislead and prioritize “wrong objectives” (e.g., killing enemies)
Recommendations:
• Similarly to when finishing an objective, inform the player of what are the current objectives
• Explain (or demonstrate) the meaning of the colours for enemy markers
Styx: Shards of Darkness Usability Review - October 2017
H
Barely visible secondary objective marker
showed up
While somewhat visible, the player
may pay more attention to the enemy
Noticeable notification
Usability IssuesTutorials are not always adequate(6 examples)
Styx: Shards of Darkness Usability Review - October 2017
Tutorials are not always adequate
Tutorials can be missedCauses:
Cloning Tutorial
• Triggering an alert makes enemies open the locked door, opening a new route
• Take that route allows skipping the first objective (skipping the tutorial)
Sand, Chandelier, Acid, and Diversion Item:
• Possible to take routes that prevent triggering the tutorials
• Possible to not notice the glowing effect of the items that trigger the tutorials
Possible Impacts:
• Player may not learn (or learn late) important features of the game
Recommendations:
Cloning Tutorial:
• Prevent the enemies from opening the door
• (Alternatively) Provide another occasion that may trigger the tutorial
Other tutorials:
• Similarly to other instances, suggest the use of Amber Vision to capture the player’s attention to items that trigger tutorials
• Make sure there is always some information about an item the very first time the player finds/uses it
Styx: Shards of Darkness Usability Review - October 2017
H
Entering the building quickly triggers a new objective
Tutorials are not always adequate
Tutorials can be inconsistent with the game’s focus on stealth
Causes:
• Player is introduced on various methods to kill enemies (e.g., poison, chandelier, …)
• Player is informed on the dangers of not killing silently
• Killing enemies will lower the player’s final score and leave bodies around
Possible Impacts:
Short term:
• Players may end up with a lower score at the end of the mission
• Players may find this unfair and mistrust the game on further instructions
Long term:
• Players may adopt a playstyle more likely to get Styx detected
Recommendations:
• Inform that killing enemies will decrease the final score
Styx: Shards of Darkness Usability Review - October 2017
M
Hold mouse button to kill silently – OK
Not killing silently can be dangerous – OK
Gold to Silver – Not OK?
Tutorials are not always adequate
Timing of the tutorials may not be adequate
Causes:
• Some tutorials introduce functions/items with no enemies to test them on(e.g., Bell and Chandelier)
• Some of Styx’s voice lines commenting on the usefulness of an item can overlap with other character’s dialogs
Possible Impacts:
• Players may not care to follow the tutorials
• Players may not learn/remember the tutorial
• Players may end up being detected for not understanding the full effects of their actions (e.g., timing, noise, range…)
Recommendations:
• Provide demonstrations/situations that allow the player to understand the effects of, e.g., sabotaging a bell/chandelier
• Prioritize which voice lines may be the most relevant (thus, audible)
Styx: Shards of Darkness Usability Review - October 2017
Already found a bell in the previous level, with enemies on
which sabotaging could be used.
Guards are talking with each other (as seen on subtitles).
Styx is talking over them about the usefulness of the chandelier.
M
Tutorials are not always adequate
Tutorial instructions can be misleading (Rope)
Causes:
• Tutorial does not inform on how to control the direction of swinging
Possible Impacts:
• Players may not understand properly how to swing
• Players may fail a jump and die in the process
• Players may become frustrated
Recommendations:
• Instruct the player on how to control the direction of swinging
Styx: Shards of Darkness Usability Review - October 2017
M
Player may not understand how to swing in another direction
Tutorials are not always adequate
Tutorial instructions assume previous knowledge (Diversion Item)
Causes:
• Instructions can assume that the player already has a certain item selected
• Players may not know or remember how to select an item
Possible Impacts:
• Players may not understand how to use diversion items
• Players may become frustrated
Recommendations:
• Early on, remind the player to select the item first and how that can be done
Styx: Shards of Darkness Usability Review - October 2017
L
Player is told to hold Q, but nothing happens,
since another item is selected
Tutorials are not always adequate
Tutorial prompts can cover important game items (Sand)
Causes:
• Sand tutorial prompt takes a significant portion of the centre of the screen
• When triggered, it is possible that no torch is visible nearby
• Information can overlap the environment (including the nearest torch)
Possible Impacts:
• Players need to rotate the camera to find items
• Players may take longer to understand what to do
• Players may become frustrated
Recommendations:
• Adjust the displayed text, so it does not take so much screen space
Styx: Shards of Darkness Usability Review - October 2017
L
Tutorial text covers a good potion of the screen and can
overlap the torch.
Usability IssuesLack of information on important features(4 examples)
Styx: Shards of Darkness Usability Review - October 2017
Lack of information on important features
Visibility status can be confusing
Causes:
• The dagger glow and HUD “orb” visual cues are never explained
• The only explanation about these cues are in the loading screen hints
• Loading screen hints are randomly displayed
• There are no clear situations in which the player can learn the meaning of thesecues and how they affect stealth
Possible Impacts:
• Players may never see the hints referring to these visual cues
• Players may not understand the meaning of those visual cues
Recommendations:
• Inform the player about the meaning of the less obvious components of the HUD
Styx: Shards of Darkness Usability Review - October 2017
H
Styx is hidden from the enemies – the orb is glowing.
Styx is illuminated and can still be found by enemies.
Styx is hidden from the enemies – the orb is not glowing.
Styx is in darkness and may still be found by enemies.
Lack of information on important features
The invisibility skill is not explained
Causes:
• Out of the 2 skills the player starts with, only one has a tutorial (that can be missed)
• Players may not expect to have automatically unlocked skills so early on in the game
• Other skills need to be unlocked
Possible Impacts:
• Players may not learn about this skill
• If the skill is introduced later, early missions were made more difficult
• Players many not remember how to use nor get used to the skill’s properties (e.g., timings, possible actions, reactions from the environment)
Recommendations:
• Similarly to the tutorial for the Cloning Skill, provide an occasion for the player to learn and test this skill
Styx: Shards of Darkness Usability Review - October 2017
Probably the first reference to the Invisibility Skill.
Arguably, still unclear if the player is already
allowed to use it.
M
Lack of information on important features
Forgetting skills is not sufficiently explained
Causes:
• Player can click on a skill to learn/forget it, but is never told about it
• There is no confirmation step when learning/forgetting a skill
• Being able to reconfigure skills is usually not common
Possible Impacts:
• Players may learn a skill by accident
• Players may not be aware that they can revert their decision
Recommendations:
• Inform the players in the Skills menu that it is possible to undo a skill selection(e.g., similarly to what is done in the console versions of the game)
Styx: Shards of Darkness Usability Review - October 2017
M
No information on how to learn or forget skills.
Lack of information on important features
(Tab) Menus can be missed
Causes:
• Player is never introduced to them
• Player can already access a menu by pausing the game
• Player may not expect having an additional menu
• Only way to find out is by verifying the controls
Possible Impacts:
• Players may not be fully aware of their progress in the mission’s goals
• Players may not be aware of what crafting items or skill points they have or need
Recommendations:
• Inform the players about the menus – possible instances:
• Beginning of the game (seeing the first main objective)
• Finding the first C.A.R.N.A.G.E. Poster (first secondary objective)
• When reaching the hideout and learning the use of the different benches
Styx: Shards of Darkness Usability Review - October 2017
Pause menu informs about performance objectives, but
no story objectives.
(Tab) menu informs about the mission’s objectives and
the player’s status.
L
Usability IssuesInconsistent representations can mislead the player(4 examples)
Styx: Shards of Darkness Usability Review - October 2017
Inconsistent representations can mislead the player
Unclear when acid can be used
Causes:
• If the player tries to use the acid, the game informs that it is not possible
• This mechanic is inconsistent when comparing to others (e.g., pickpocketing or using other items)
Possible Impacts:
• Players may completely forget about this feature
• Bodies and, consequently, Styx may be detected
Recommendations:
• Display a prompt for when it is possible to dissolve it (similar to pickpocketing a body)
• If a player is not using the acid at that moment, display a prompt reminding of it (similarly to when lockpicks are necessary)
Styx: Shards of Darkness Usability Review - October 2017
Can use item on body – no information.
Can perform action on body – information
provided.
Can use item – information provided.
L
Inconsistent representations can mislead the player
Skills/Craft menus can lead to wrong expectations
Causes:
• Menus are available at any time
• Menus can only be used close to tables/wardrobes
• Styx menu informs that it is impossible to change equipment there
• Craft and Skills menus only inform that if the player tries to craft or buy a skill
Possible Impacts:
• Players can try to use these menus to craft/buy something and fail to
• Players can become frustrated
Recommendations:
• Such as in the Styx menu, inform the player that no action is possible there
Styx: Shards of Darkness Usability Review - October 2017
L
Information before any action.
Information ONLY after action.
Inconsistent representations can mislead the player
Inconsistent inventory descriptions
Causes:
• Every item, except the lockpick, has a description alongside its icon
Possible Impacts:
• Players may be unware of what the item is
• Players may be confused and mistake it by some other item
Recommendations:
• Include a label, saying what the inventory item is – such as with the vials
Styx: Shards of Darkness Usability Review - October 2017
L
Vial of Life, Vial of Amber, … something else?
Inconsistent representations can mislead the player
Colour coding in amber vision can be misleading
Causes:
• Corpses are highlighted in the same colour as active NPCs
• Colour codes used can suggest different meanings (e.g., red – danger, green – safety)
• Items can lose their highlight after being used
Possible Impacts:
• Players can think that a corpse is an active treat
• Players can think that a friendly/neutral unit can be used as a distraction
Recommendations:
• Highlight corpses with different colour tones to represent their different role in the game
Styx: Shards of Darkness Usability Review - October 2017
L
Red? Danger? Should I avoid it?
False alarm…
Usability IssuesBonus: Miscellaneous(1 example)
Styx: Shards of Darkness Usability Review - October 2017
Bonus: Miscellaneous
Load Last Game can lead to confusion
Causes:
• Save files include manual and automatic saves
• Players may be interested in playing older save files
• Players may die before reaching a new save point
• Players are likely used to click Load Last Game after they die
• Load Last Game loads last game SAVED, not the last game (re)STARTED
Possible Impacts:
• Players may end up loading a different save file than intended
• Players may need to select the specific save file every time they die
• Players may consider necessary to create a new save instance when they first load the file
Recommendations:
• Inform the players about the criteria used to load save files
• (Alternatively) Make the Load Last Game option load the last game that was (re)started by the player
Styx: Shards of Darkness Usability Review - October 2017
L
Thank you!
Any Questions?
Styx: Shards of Darkness Usability Review - October 2017