I have an unusual job. At parties, introductions might go something like this:
Anon: “Hi, what do you do?”
Me: “I work in videogames.”
Anon: “You get paid to play games all day?”
Me: “Not really, I only get paid to watch people play games.”
Anon: “Sounds great. I’d like a job like that.”
Firstly, they probably wouldn’t like my job. It doesn’t involve playing games that much. Secondly, if you play games for fun or relaxation it requires more mental effort to watch someone play a game and try to figure out what they’re doing than it does to actually play the game. Still, this is what I do for a living.
So who am I? I run a video game user research studio in Brighton, on the south coast of Britain, called Vertical Slice. User research is the commonly accepted name for this ‘watching’. You may also know it as usability or playtesting, but these names tend to suggest only specific parts of the overall field of user research. Despite being a relatively new field, the Game User Research Special Interest Group (GUR SIG) on LinkedIn currently has 281 members, many of whom are employed at major game studios worldwide. Developers and publishers take user research very seriously, considering it a way of adding enormous value to a game for relatively little cost. The games we’ve worked on range from triple A titles that reach the top of the charts through to digital downloads and mobile games. You’ve probably played them.
Why do I watch people play games? Game developers live with their game perhaps ten hours a day for cycles that typically last between six months and two years. All that time means that they get very good at their games; when they play they go through the same motions, the ones they know that will work.
In contrast, when I watch gamers who are completely new to the game I see how they often have no idea what they’re meant to be doing. The game rules that were so very obvious to the designer are completely foreign to a new player. Identifying and refining players’ assumptions and perceptions before release helps to improve the gaming experience immeasurably.
To be fair, calling it ‘watching’ is putting it rather mildly. The techniques that we use come from psychology, cognitive science, computer science and design, among others. Our work typically goes into very detailed analysis of players’ interaction with game worlds, constructing a profile of not only what they did, but also why they did it.
And it’s possible to go further. By attaching biometric sensors to a player we can also try to identify how they feel when playing a game through heart rate, arousal levels, skin temperature or breathing. Together they can be used to reveal insight into the player experience.
Fundamentally, we’re trying to understand why players aren’t behaving or feeling as game creators intend. If we know this, the creators can make changes to the game to improve player experience. Now wouldn’t that be worth pursuing, a game that we experience exactly as its designer intended?
It’s not surprising that there is an increasing focus on understanding the player. In the last five years we’ve seen game interaction methods significantly change with the introduction of gestural controllers (Wii, Kinect, Move), new sensors (accelerometers and gyroscopes), and touchscreen devices. This new focus on natural user interfaces has led to games becoming more accessible to broader audiences, especially people who wouldn’t have considered themselves gamers in the past.
With a wider audience comes a wider range of abilities, expectations, previous experience and, perhaps most importantly, motivations. The traditional system of labelling players as core or casual is becoming increasingly meaningless, as it provides such coarse insight into their reasons for playing.
All this is making life more difficult for game designers who are trying to ensure that their game is experienced as they intend.
Player experience - isn’t that what gaming is all about? It doesn’t matter to the player how the game technically works under its digital skin, it’s what the game communicates and what they perceive that creates the experience.
It’s this thin layer that exists between experience and mechanics that this column will be exploring each fortnight. I’ll be focusing on players and their interactions with game worlds, deconstructing games and their interfaces in order to understand them better and give practical insights into improving gameplay.
Let’s make games better.
Graham McAllister is director of game usability lab Vertical Slice. Read and follow his other columns on his topic page.



Comments
8Decent read Gary.
It feels like I often have to clear a few control hurdles before I can enjoy a game these days - far too complicated in most cases.
There's only one way to watch a movie, or read a book, but seemingly infinite permutations of game control scheme and inputs.
Interesting research.
Since computer games have... not become easier, but have become fairer, I would say that most designers are catching on.
Checkpoints are often placed in the positions which the designers know the player will require a number of atempts in order to gain the necessary skills to proceed.
However, we still get instances of designer stupidity, such as the cheap final boss on the new Mortal Kombat. Clearly they assumed that because they could beat him easily, everybody else could too. Oh well.
I look forward to reading your next article.
I think what you're talking about here is the results of playtesting, not the kind of usability that Graham is talking about. A usable game is one in which the controls are intuitive, menus are easy to navigate, and any propositions in the game make sense (i.e. in this level you're now flying a sabre instead of shooting grunts). This is different to playability, which is where fairness / diff spikes come in.
Thanks for the comments guys.
It's interesting to hear your issues with games, it's these sorts of things, and the reasons behind them, that I hope to discuss in this column.
Would these sorts of issues stop you playing the game altogether and move onto something else?
It's pretty obvious from playing games that a lot of work has been done in this area in recent years. Control systems are more standardised, check points more sensible, tutorials more common and difficulty levels smoother for the most part.
Still, the flipside of all this streamlining of the experience can be that games become too easy as they daren't risk letting the player get stuck. If you take something like Super Metroid, for example, one of the gambles it takes is allowing you to get lost or not know what to do next, but the payoff is you actually feel it's up to you to explore and find ways through. Later games in the series have lost some of that by always pointing the player in the right direction. Probalby more people have reached the end of games than they used to, but has some of the experience been compromised as well as made less frustrating?
It'd be interesting to know more about the thinking on issues like that nowadays, because there's definitely a balance and a lot of the time we're getting unchallenging games (or, worse, unfair games that fall back on instant saves or copious checkpoints as ways of allowing you to bumble your way through).
I also wonder how many and what types of players test each game in this way. So, look forward to reading more.
They're exactly my thoughts Jon, I remember reading a book called 'Everything Bad is Good For You', a good read if you're interested in that field, and thinking that even though it's making reference to games such as recent Zeldas for encouraging a user to explore and make use of trial and error to proceed, we're already starting to lose that.
It's a shame that we're apparently being funnelled through experiences more often, it seems. I'd say it's because of the great amount of resources having to go into cutscenes, VO and the overall cinematic presentation, that the gameplay suffers somewhat so as to have this more easily put in front of you.
I suppose it makes sense from a business perspective also, having people more easily complete a game and soak in the storyline gives a lot better prospects for the adoption of sequels and spinoffs.
Hi Jon, interesting points, those issues are on my mind also, so expect an article soon covering these aspects of player styles and player progression.
Very interesting. You mention watching players that are new to a game. It would be good to hear your opinion on how you recommend optimising an interface for users generally, rather for one specific segment.The total novices are at one end of a continuum of user types that an interface can be optimised for, with hardcore gamer at the other. Build for the noobs and you necessarily lose some of the sophistication expected by the hardcore types. In the web world we'd say if it's easy for the novices it's easy for everyone, but here because the engagement is so much deeper and longer lived, you must surely set the slider further towards hardcore and away from noob. How do you account for this in your actual recommendations?Looking forward to reading more...