Retro Gaming UX Fails: Choosing Plays in Great Football

Title screen of Great Football for the Sega Master SystemThe Sega Master System was the 8-bit console of my household back in the day. Without a Tecmo Bowl to be had, Great Football was my American Football game of choice (i.e. the only one). If you haven’t heard of it, that’s not surprising – it doesn’t even have an entry on Wikipedia (yet!).

Great Football was released way back in 1987. For the sake of reference, Windows 3.0 was still 3 years away, and even Mac OS’ System 6 wasn’t released until 1988. Don Norman’s now-classic The Psychology of Everyday Things (later The Design of Everyday Things) wasn’t published yet either. So usability…was a little different back then.

Great Football for the Sega Master System was a pretty typical 8-bit sports game, and to be honest, it hasn’t aged well. There are lots of reasons why, but one thing that particularly stands out as being extra terrible is how the players have to choose a play.

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Super Stickman Golf: Accidentally Quitting Mid-Round

Main menu of Super Stickman Golf 2The original Super Stickman Golf by Noodlecake Studios is one of my favorite mobile games (links to stores available here). It’s a simple yet challenging way to pass a few minutes of time. Everybody likes mini-golf, right? Super Stickman Golf 2 picks up right where the first left off, adding a few new features and a bunch of new in-app purchase options.

Merits of the upgrade aside, there’s one particular issue with the game that hasn’t changed between the two versions, and it has caused me a tiny amount of grief a few times now. When playing a single player round, backing out to the main menu doesn’t save the player’s progress, and the game doesn’t do anything to warn them of this either. Just like Microsoft Word prompts users before leaving changes unsaved, games always should tell the player before they lose progress.

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Final Fantasy XIII: Know Your Role (and Your Paradigm)

Title logo for Final Fantasy XIIII like the Paradigm system in Final Fantasy XIII. It’s taken me a while to get used to it, but I’ve finally decided that Paradigms are a good thing. It’s similar to the Dresspheres from Final Fantasy X-2 though you’re controlling all of your characters at once, as opposed to just one at a time.

Setting up your Paradigms effectively is an important part of the game. If you’re in the middle of a big battle and discover you don’t have the right combination of roles, it might be a long and painful fight. Despite there being only six slots for Paradigms, it’s still a minor pain to get everything setup correctly. And – here’s my primary issue with the system – every time characters are switched in and out of your party, all your Paradigms are reset, and they all have to be configured again.

Ready to find out more? Not sure what I’m talking about? Read on!

Dungeon Raid: We Need Invisible Fingers

Title logo to the game Dungeon Raid LiteAfter my article on 10000000 for iOS, I got a recommendation to check out a similar iOS title, Dungeon Raid (iTunes link). It’s a tile-matching game that has slightly different gameplay, but a common RPG element put on top. If you ask me, anytime you can solve puzzles and upgrade your weapons, it’s bound to be a good time.

And it is a good time. However…there’s one problem, while not unique to this game, that I’ve found particularly irritating here. The big benefit to touchscreens, of course, is removing that disconnect between you and your content that’s caused by a mouse and keyboard. Unfortunately, not only is your finger significantly bigger than a mouse pointer, it’s also attached to your hand. So when tapping items on the screen, your finger has a nasty habit of covering exactly what you want to look at.

Read on for exactly how this happens in Dungeon Raid.

Skyrim: Four Quick Thoughts on the UI’s Usability

The Elder Scrolls V: Skyrim logoI’m finally getting around to playing The Elder Scrolls V: Skyrim. I know, where have I been, right? Nearly all of my friends across the gaming spectrum have taken their vacation into Tamriel and are back again, so I’m a little late to the party. But for a game that’s won so many Game of the Year honors, it’s better late than never.

I’ve just gotten a handful of hours into Skyrim on the XBox 360 so far, and I’m already noticing a few questionable usability decisions. I mean, it’s definitely sexy, but the game has a whole mod (SkyUI) dedicated to fixing its menu system – that’s not a great sign. I’ve got four little complaints already, so without further ado…

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