Lollipop Chainsaw is, undoubtedly, a high-score fest. Destructoid’s review compares it to the SEGA classics House of the Dead and Crazy Taxi – odd comparisons for a hack and slash game. But it’s true, much like the game of Diablo III has barely started by the time you beat the story once, Lollipop Chainsaw begs to be played again and again so you can rack up a massive score.
Okay, score is important in Lollipop Chainsaw, what’s the big deal, and how is this related to usability at all? It’s how the score is presented to the player. It looks like the game is producing some seriously fuzzy math, and it’s an example of how important it is to mind your users’ expectations.
The concept of “information scent” is relatively simple: when a user is trying to find some information, they rely on clues in the environment to tell them if a given path is going to be worthwhile (wikipedia link on information scent). This is why link titles in websites are so important – hopefully, that link in the last sentence gives you a very good idea of what’s to come on the other side.
Juliet Starling, our hero
Lollipop Chainsaw is a hack-and-slash title that has the player playing a zombie-killing cheerleader (this makes total sense). While the game’s UI is super stylish in its comic book motif, I’m going to talk about probably the lamest possible part of this game – how it tells the player that there is new content in one of the menus. I know, with so many rainbows, sparkles, and other awesome touches on this game, it’s a bit of a tragedy…but somebody has to do it.
It’s a nitpick about how notifications are a little weird in the game, and a quick discussion on how information scent factors into in the UI of Lollipop Chainsaw.
There are many different tactics that video games use to introduce players to the game’s basic functions. Some are closely integrated into the story, others are clearly outside the “normal” experience of the game. Mass Effect 2’s tutorial is yelled to Commander Shepard over the intercom system as a high-pressure situation unfolds immediately upon opening the game – it’s very integrated into the gameplay. Final Fantasy XIII’s battle tutorial does take place during a real battle, but it breaks the normal flow of battle and there is a lot of reading involved (not to mention a big flashing “TUTORIAL” in the upper left corner). Ghost Trick for iOS has an even slower and more text-heavy tutorial that is actually quite irritating for a mobile title.
Forza Horizon for the XBox 360 is an open-world racing game, and it may have the best tutorial that I’ve ever seen in a game. In fact, if you’re not paying attention, you might not even notice it’s a tutorial – and that’s a great compliment. Read on and I’ll break it down to show you the magic of a non-tutorial tutorial.
I’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…
In comparison with the original, Borderlands 2 hasn’t changed all that much. Gameplay-wise it’s more of the same, and that’s not necessarily a bad thing. There are definitely a few tweaks in the game’s framework – obviously new classes and skills, 87 bazillion guns, at least one new currency, and a lot more shininess in the UI.
And speaking of the UI – there was one relatively minor change that caught my attention. The Fast Travel Network screen shows players where the missions are that they need to complete right where they need to see it. I really appreciate tiny changes that make big improvements from game to game, and this definitely falls into that category. It’s not a new concept for sure, and it’s even been featured on That Game’s UX before from another game, but it’s still worth celebrating. Read on to find out more!