Magic 2013 for iOS: Too Many Screens Before the Main Menu

Magic: the Gathering logo

I played a lot of Magic: the Gathering for a few years back in the 1997 range. I spent a fair amount of time and money on the game, but eventually I ran out of people to play with, and that pretty much ended my Magic career. My wallet was thankful, though I always missed playing. Fast forward a few (quite a few) years to 2012 when Magic 2013 for iPad was released. Card games on the iPad seems to be a natural fit, and I was excited to pick it up.

Firing up the app for the first time, I immediately noticed how many screens there are before I could make it to the main menu. A few weeks ago I mentioned how video game intro videos must die, and it’s never been more true here. But it’s not just an intro video – it’s a whole series of screens that are absolutely useless to the user.

Continue reading

Borderlands 2: Thoughts on Usability

Borderlands 2 logoIn last week’s article, I talked about how the crazy amount of loot and the lack of a good, simple method to compare items can make an otherwise great Borderlands 2 a sluggish inventory-management fest. After a little bit more playtime, I’ve come up with a few more usability related thoughts on this game including:

  1. Various methods of picking up loot
  2. How much I love the world map in Borderlands 2
  3. Scroll bars are your friend
  4. The skill tree is more focused, but probably less useful
  5. Some unnecessarily sexy visual effects in the menu screen
Read on to find out more!

Continue reading

Borderlands 2: Can There Be Too Much Loot?

Borderlands is a series that’s absolutely driven by the desire to collect loot. When the original Borderlands was released back in 2009, I heard it referred to frequently as “the Diablo 2 of shooters”. It’s fitting then, that Borderlands 2 has a limited edition that comes with a replica loot chest.

All of the guns and other loot in the Borderlands series are randomly generated, and while the story is great, finding a legendary rocket launcher is really the reason to play. Collecting more and better guns is as good a driving force as any to play a game, right? But managing all that loot can be a challenge, and for a game that’s as loot-driven as Borderlands 2 is, Gearbox could have dealing with all of those sweet, sweet guns a little bit easier.

Continue reading

Madden: Consistency in Menu UI Controls is Overrated

One of the many game modes in the EA’s Madden NFL football series is the “Create a Superstar” mode. It puts an RPG-esque twist on winning the Lombardi Trophy by letting you “level up” your superstar’s skills as you gain experience. This concept certainly isn’t novel though – I’ve talked a little bit about a similar mode in MLB 2K12 recently.

Since you are creating a superstar after all, there are quite a few details to be worked out – from hair style to shoe color and all kinds of things in between. Madden NFL even includes an extensive list of colleges that your superstar could have attended. I’m not sure exactly how many there are, but it’s a ludicrous amount. And this is where the problem comes in – EA might have picked the worst possible way for players to select a college.

Continue reading

Bar Oasis: When Mediocre Usability Doesn’t Really Matter

There are plenty of iOS apps that contain drink recipes, but there are very few games that have you actually making drinks on your phone. Bar Oasis is called a “bartender simulation” by Touch Arcade, which seems pretty accurate. It’s a very story-driven game that I guess would have to live in the simulation genre if I had to put it somewhere. You’re put in the shoes of a bartender, tending to your customers while listening to their problems, and of course, making their drinks.

(brief aside: If you agreed with my article about Ghost Trick having a way-too-long tutorial, this game falls into the same camp – so far I’ve experienced way more dialogue than actual gameplay)

In real life it’s definitely a skill that bartenders have to develop for making good drinks in a hurry, so how does that translate into an iOS game? As you might have guessed, it’s not ideal. There’s potential here, but there are a few quirks that really make it more irritating than it should be. Though at the end of the day, how much do perfectly precise controls really matter if the game is still fun? Let’s discuss…

Continue reading