Upload
gamesphdstudent
View
214
Download
0
Embed Size (px)
Citation preview
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 1/11
Game Usability Analysis: Death Rally
Jyri Partanen
phone: +358 40 560 4023
17.1.2013
TABLE OF CONTENTS
Introduction...............................1
Usability and playability test.....2
Results.......................................4
Conclusions...............................8
References.................................9
INTRODUCTION
Death Rally is a racing game produced by Remedy Entertainment. It is a top-down isometric racing and
shooting game for casual gaming. The goal of the player in the game is to finish the roughly 90-second
race as a winner, or just demolish the other opponents. The game is now available for iOS, Android andWindows PC. Gameplay and theme follow the original game from 1996, back when the game was
actually called by a development title HiSpeed.
The game was updated for Windows in 2009 and subsequently released as a freeware. The main effort
for the refactoring the game for Window was done by a indipendent developer Jari Komppa. He
describes the delicate refactoring process in his article that was published in Game Developer Magazine
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 2/11
(Komppa 2010).
In March 2011, the game was released for Apple’s 3rd generation iOS devices (Picture 1). Death Rally
on iOS was done as cooperation of Remedy, Mountain Sheep and Cornfox & Brothers. Since the
release, the game has also been released for Android. The apps have been successful in the mobilemarket, grossing over 11M downloads, spread roughly by 80/20 split between iOS and Android
(Martin 2012). The game had had 110M play sessions on iOS already back in June 2012, which is an
impressive number.
Picture 1. Death Rally for iOS.
The focus of this game analysis paper is to highlight the usability and playability findings that play role i
the mobile version of Death Rally. Simple ad-hoc usability tests done for the game are presented and
results discussed. Additionally, suggestions for improving the game, or future games, are proposed.
USABILITY AND PLAYABILITY TEST
Test setup was simple ad-hoc test in everyday situation where game play happens naturally. In this test
the location was at home or at relatives house. Participants took played the game individually whilespeaking out loud what they thought at the moment.
USABILITY AND PLAYABILITY HEURISTICS REFERRED TO IN THE TEST
The test was planned in reference to several general guidelines. These guidelines concern good UI
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 3/11
design, game design and game play balancing. The guidelines have been adapted and condenced from
several usability and game design sources (Clanton 1998; Sanchez-Crespo Dalmau 1999; Malone
1982; Shneiderman 1992; Shelley 2001; Norman 1990; Bickford 1997; Crawford 1982).
Number Design principle Concerned area in the design
1 The interface should be non-intrusive Usability
2 The player should be able to identify
their score and status of the game
Usability
3 Interfaces should be consistent in
controls, color, typography, and dialog
design
Usability
4 Minimize the menu layers and controlof an interface
Usability
5 Use sound to provide meaningful
feedback
Usability
6 Feedback should be given immediatel
to portray user control
Usability
7 User should be able to manipulate UI t
their liking
Usability
8 Get the player involved quickly and
easily
Playability
9 There should be a clear over arching
goal of the game presented early
Playability
10 There should be multiple sub-goals on
each level
Playability
11 There should be variable difficulty lev Playability
12 Artificial intelligence should be
reasonable and unpredictable
Playability
13 Game play should be fair Playability
14 There must not be any single winning
strategy
Playability
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 4/11
Table 1. Design principles.
PARTICIPANTS
The participants of the test were the following. Names of the participants have been changed to protectthe innocent.
Participant Segment Age Gender
Pauliina iPhone user, casual gamer, plays adventure and puzzle
games
41 female
Jori iPhone user, hard core gamer, plays adventure, racing and
puzzle games
37 male
Ville iPhone user, does not play mobile games 43 male
Juuso Nokia user, does not play mobile games, plays FPS’ on P 27 male
Timo iPhone user, plays all games 17 male
Table 2. Test participant profiles.
TASKS IN THE TEST
In the beginning of the test the players were presented an iPhone with the application installed. The players were given only short instructions how to act during the test when encountering obstacles or
errors. Then the players were given the following tasks to do:
1. Watch prolog
2. Race
3. Modify car in the Carage
RESULTS
Here are the main conclusions from the tests. The test results were analyzed by the author. In the
analysis, main findings were picked to the following table and corresponded with the usability heuristics
presented earlier in Table 1.
MAJOR FINDINGS
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 5/11
Finding:
Test subject Finding Design principle New suggestion
Pauliina, Jori Rewards pop-up is
difficult to close
3, 6 Add OK button (see
below)
Old UI Suggested UI
Finding:
Test subject Finding Design principle New suggestion
Pauliina Player wanted to have
the steering control unde
right thumb. Steering wa
difficult with left thumb.
3, 7 Make steering control
position configurable
(left/right).
Old UI Suggested UI
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 6/11
Finding:
Test subject Finding Design principle New suggestion
Pauliina, Jori Player did not know in
the start what car she had
and where the race was
going to head.
2, 6, 8 Display race direction wit
arrow in the start. Highlig
the car more in the start.
Old UI Suggested UI
Finding:
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 7/11
Test subject Finding Design principle New suggestion
Jori Sponsored Rewards
screen has duplicate
meaning for buttons.
3 Make purchase buttons
differ from the other
buttons.
Old UI Suggested UI
Finding:
Test subject Finding Design principle New suggestion
Jori Race game play is
distanced from the
storytelling of the game.
9 Add main character
standing animation to the
car repair scene.
Old UI Suggested UI
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 8/11
Finding:
Test subject Finding Design principle New suggestion
Juuso Customizing the car is
only game play related,
not personal.
7, 8 Add simple customization
options to the Carage
scene. The player can add
new colors to the car,which do not have to be
visible in the race.
Old UI Suggested UI
MINOR FINDINGS
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 9/11
Finding:
Test subject Finding Design principle New suggestion
Timo Steering control is too
sensitive at first rounds.
3, 7 N/A
Finding:
Test subject Finding Design principle New suggestion
Jori Gaining Fame is
distanced from the story.
Earned Cash seems
wasted on Fame and
cannot be saved for later.
2, 13, 14 The effect of gaining more
Fame should be more
portrayed in the Carage
scene. Consider allowing
Cash to be saved.
Finding:
Test subject Finding Design principle (table 1) New suggestion
Pauliina Accent of the narrator is
not authentic
3 Native narrator for cut
scenes
CONCLUSIONS
Death Rally is a captivating casual game for anyone interested in intensive racing and shooting games.
For other player segments, the game provides little entertainment, which most probably is a conscious
choice from Remedy. The game has proven itself interesting and appealing in the specific target segment
it was designed for.
Usability features of the game follow your regular mobile racing game UI design to the most part. The
usability and playability tests conducted during this evaluation proved to be useful in finding major UIimprovement suggestions for the game. Same suggestions can be used to improve similar future games.
REFERENCES
Bickford, P. 1997. Interface design. Chestnut Hill: Academic Press.
7/29/2019 Game Usability Analysis - Death Rally
http://slidepdf.com/reader/full/game-usability-analysis-death-rally 10/11
Clanton, C. 1998. An Interpreted Demonstration of Computer Game Design. Proceedings of the
conference on CHI 98 summary: human factors in computing systems. Chi 98, 1–2.
Grayson, N. 2012. Remedy Renaissance: Death Rally Remake Coming to PC. Referenced 16.1.2013http://www.rockpapershotgun.com/2012/06/30/remedy-renaissance-death-rally-remake-coming-to-pc/
Komppa, J. 2010. Game Developer Magazine. April 2010. Referenced 15.1.2013
http://iki.fi/sol/dr_gdm.html
Malone, T. 1982. Heuristics for designing enjoyable user interfaces: Lessons from computer games. In
John C. Thomas and Michael L. Schneider, Human Factors in Computing Systems. Norwood: Ablex
Publishing Corporation.
Martin, M. 2012. Remedy Entertainment: Real Artists Ship. In GamesIndustry International. Referenced
15.1.2013 http://www.gamesindustry.biz/articles/2012-09-05-remedy-entertainment-real-artists-ship
Moilanen, J. 2012. Mountain Sheep looks to iPhone for low budget success. In The Market for
Computer & Video Games. Referenced 15.1.2013
http://www.mcvnordic.com/news/read/mountain-sheep-looks-to-iphone-for-low-budget-success/0933
49
Norman, D. 1990. The Design of Everyday Things. New York: Doubleday.
Remedy. 2013. Referenced 15.1.2013 http://remedygames.com/recruit/
Sanchez-Crespo Dalmau, Daniel. (1999, November 8.) Learn Faster to Play Better: How to Shorten
the Learning Cycle. Referenced 15.1.2013
http://www.gamasutra.com/view/feature/3392/learn_faster_to_play_better_how_.php
Shelley, B. 2001. Guidelines for Developing Successful Games. Gamasutra. Referenced 17.1.2013
http://www.gamasutra.com/view/feature/3041/guidelines_for_developing_.php
Shneiderman, B. 1997. Human Factors of Interactive Software. In Designing the User Interface:
Strategies for Effective Human-Computer Interaction. Addison-Wesley, 1–37.