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When you think of mobile games, you think of fun. But what does fun have to do with usability?
Fun is one of the main factors that differentiates game usability from usability in other applications. Mobile games are typically played for brief time periods, so there is no extra time to learn how to navigate inside the game. Playing should be as intuitive as possible and the challenge should be in the game play, not in the interaction with the game user interface.
Usability provides the framework and tools for playability, which is a quality every game must have in order to survive. Playability is defined as the degree to which a game is both fun to play and usable, with an emphasis on the interaction style - the quality of game play.
It has been said that an individual game lives or dies by its interface. If usability problems get in the way of intense game playing, the game probably will not be played again.
(Based on an article called "Usability And Fun - Best Friends In Mobile Games" published previously on Forum Nokia)
There is something in this entry for everyone. For developers, you can read about how to create a mobile game that results in a positive user experience. For the rest of you, there are good tidbits about general ways to improve mobile usability.
Navigating in the waves of a game experience
When playing a game, users should experience the game world. In order to do this, the game navigation structure should support the experience. Use of high-level UI components should be avoided. Game menus should look and feel like the game. If high-level UI components are used, they should support the game experience seamlessly.
Designing for interruptions
Mobile games are played in a context where interruptions often occur: somebody might call or send an SMS message, or the player might need to pause the game to buy a bus ticket. Therefore, the game design should support saving and pausing.
Hi all readers and welcome back from Easter holidays - I hope you had a relaxing and fun holiday!
I bet that you all have played the classic Snake-game that almost all Nokia phones have preinstalled on them. The Snake was the mobile game when I was in high school. Some of my schoolmates were really good at it—I never had the patience (or the skills) to get a really good score.
Even though there are many more mobile games available nowadays, none of them has been such a phenomenon as the Snake back then…do you agree? Why did the simple bichromatic Snake game become so popular back then? I think there are at least three reasons: 1) There were hardly any other games available; 2) The game concept was/is good; and 3) Almost everyone had that game. I think the third reason is the most interesting one. It shows that to be really successful, a mobile game must win a certain social credibility and interest. I remember people playing the game and talking about it during the breaks. I also remember people saying “Oh, I wish I had a phone with that Snake game” – the game was a reason to get a phone! And, I remember that I admired the ones that had gotten the highest scores :).
Usability, or playability as we speak about games, is also an important factor that affects the gaming experience. There is a article published on Forum Nokia about how to ensure usability in mobile games. The guideline says e.g. that a mobile game should be designed for interruptions: “Mobile games are played in a context where interruptions often occur: somebody might call or send an SMS message, or the player might need to pause the game to buy a bus ticket. Therefore, the game design should support saving and pausing.” I have noticed that there is one usability issue that affects the gaming experience but has nothing to do with the game itself: the background light of the phone going off when you are just about to move that final brick to its place…
This is what I have been observing – do you have similar experiences or do you disagree? What do you think a good mobile game is made out of?