Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Sunday, 31 August 2014

Exiting Games

Interesting to see here that Broken Age breaks the normal convention of exiting computer game menus by using a more familiar convention; putting an X in the top right corner of the screen. A good and consistent approach for pointer driven interfaces.



Tuesday, 20 March 2012

Mass Effect 3: Bringing me up to speed

It is a good thing that Mass Effect 3 builds on what you've done in the previous instalments of the trilogy. It is also a good thing that you get a little overview when importing your previous game. However, I can't quite shake off a sneaky feeling that the main focus of this is to help people pick the right save game that they want to make use of. It did serve as a good reminder for me, but with a bit more effort it would have been even better. Here is the overview from my Mass Effect 2 game:


Sounds good right? Except.... I don't remember most of it. Apparently I sacrificed the Council. That seems a little extreme. I'm sure I must have had a good reason, but what was it?

This area of the software would have greatly benefited from more detail. Ideally little videos styled as documentaries or flashbacks, but I would have been happy with a little pop up box that filled in a few details (a few pictures would go a long way though... I did eventually recollect Wrex and Miranda, but an image would have helped me to make a quicker connection). The clue here is the last played date. Yes Bioware, your game was great, and I really enjoyed it. And of course I don't saving the galaxy every day, but y'know...I do that kind of stuff fairly often. 20 months is a long time to remember all the details of your game.  I also didn't have a clue what all my powers and stuff was when the bullets started flying.

Still, I survived a suicide mission with eight of my squadmates. We must have been pretty baddass eh? If only I could remember, or have a little video nudge to remind me of my glory...

Sunday, 22 January 2012

Limbo

Limbo is a game that shows what can be done with restriction of design elements. With simple game mechanics, and only a grey-scale colour palette the developers have created a compelling game. Limbo shows that great design can come from simple elements. I particularly like the poignant pause when your avatar dies (though this can get frustrating if death occurs too often).




Minor annoyances include a complete lack of mouse support without any visual indications that mice aren't supported. If the mouse isn't going to be used in a game that's fine, but put some kind of sign or instruction on the menu, introduction, or similar. Likewise a user shouldn't have to go into the options and settings to find out what the controls are, a simple on-screen icon on the menu screen would have been sufficient. This is particularly problematic with the action button because there is no visual feedback of a successful button push unless if your avatar is in a certain set of contexts. This was caused frustration for me as I started out trying to play on the Mac using a Windows keyboard, and I wasn't sure which button actually worked as an ALT key. Strangely missing is the use of WASD for up-down-left-right movement, which is a standard gaming control scheme.


Anyway, many small niggles but a beautiful, mildly quirky game, that is a good example of a great design driven by self-constraint.


I've not finished the game yet. I'm hoping that the end seamlessly loops back to the start, to provide a never ending futile and never explained journey. Perhaps that's just me though.