Achievements are a staple of gaming these days. Since Microsoft popularized the concept with the XBox 360, most gaming platforms have a centralized achievement bank. Even mobile games – Apple’s GameCenter launched with achievements in 2010 (though not the first achievement platform on iOS), and Google announced Google Play Games in May 2013.
Achievements can bring a whole different angle of entertainment to a game, and add to its longevity. But only if your achievements aren’t terrible. Steve Bromley’s Games User Research blog lists 5 achievement sins, though I’m only going to talk about one type – when achievements are so epic, they jump the shark. I have three examples of iOS-translated board games that have achievements geared toward serious players only.
Tutorials for mobile games have a difficult problem to solve. With console games, it’s likely that gamers will be in front of a TV, can hear the game’s audio, and be generally attentive. But mobile games could be played nearly anywhere, while the device is muted, maybe for just 60 seconds at a time, and maybe only occupying 50% of the users’ attention span.
So, tutorials in mobile games must be as flexible as mobile phones are. While games like Quento are simple enough to barely need a tutorial, not all games can get away with that. Lost Cities for iOS (iTunes link) offers the most flexible tutorial I’ve ever seen in a mobile game – there are no less than four different ways for players to get the rules of this game when they fire it up for the first time.
Ready to find out how amazing this tutorial is? Read on!
While thatgame’s(ux) has focused primarily on video games so far, tabletop games aren’t exempt from needing user-centered design. The design of the rules book is an obvious place that usability can step in, but well-designed packaging is another one, as well as the construction of the game’s components. Back in February 2012 we talked about the great “progressive enhancement” that takes place in getting Set (the card game) up and running for new players.
I recently played a game of 1st and Goal, a 2011 football sim board game (from designer Stephen Glenn and published by R&R Games), and I was struck by one tiny, amazing feature of the game. It features a magnetic football that sticks to the board. Why is this so awesome? Well let me tell you…
Set is an abstract card game that is more of a brainteaser than a “game”. Being a Mensa-recommended brainteaser, this means that it’s a bit complex to get your head around. Maybe not complex in the same way as Axis & Allies, but Set requires a lot of mental processing for the first time player.
In a nutshell, Set is a game about finding “sets” (see what they did there?) of matching symbols on its cards. The thing is, there are four different ways you can match the cards. It’s a lot for your brain to manage, especially when you’re racing other players who are doing the same thing.
And this is why it’s being featured here on thatgamesux.com: it is packaged in a way to help ease the player into fully understanding the game. Continue reading