<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Locating Aesthetics Between Various Game Appeals</title>
	<atom:link href="http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/feed" rel="self" type="application/rss+xml" />
	<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals</link>
	<description></description>
	<lastBuildDate>Thu, 11 Mar 2010 20:29:38 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/comment-page-1#comment-1158</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Thu, 17 Apr 2008 19:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=270#comment-1158</guid>
		<description>Now might be a good time to recall that while &lt;i&gt;Mass Effect&lt;/i&gt;&#039;s interface was overwhelming, actually learning that interface (rather than just ignoring/omitting certain elements) made the game tons more fun. My first time through, I had no idea that your vehicle had a second (and much more useful) weapon, or that it could zoom in on distant targets. I suppose I could have just continued to ignore these elements to simplify my game experience (and the designers could have omitted them for the same purpose), but actually having multiple modes of interaction really did make it more fun for me.</description>
		<content:encoded><![CDATA[<p>Now might be a good time to recall that while <i>Mass Effect</i>&#8217;s interface was overwhelming, actually learning that interface (rather than just ignoring/omitting certain elements) made the game tons more fun. My first time through, I had no idea that your vehicle had a second (and much more useful) weapon, or that it could zoom in on distant targets. I suppose I could have just continued to ignore these elements to simplify my game experience (and the designers could have omitted them for the same purpose), but actually having multiple modes of interaction really did make it more fun for me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris Collins</title>
		<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/comment-page-1#comment-1157</link>
		<dc:creator>Chris Collins</dc:creator>
		<pubDate>Thu, 17 Apr 2008 19:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=270#comment-1157</guid>
		<description>I think, Jacob has a good point.  I&#039;d say that a game interface (as opposed to a business application) can contribute greatly to maintaining a world (imagine, for example, acquiring a gun from an alien in a first person shooter  and having to figure out how to operate it.)  if it is designed to.  The real problem is people are to willing to look at what was done before and simply add on it (which can make life easier/more comfortable for the user, but doesn&#039;t really add to the game&#039;s narrative in a way that it could.). 

Anyhow, I know Jason doesn&#039;t like Word 2007&#039;s interface, but I was curious if anyone else had used it recently--in part because my job involves me teaching how to use Word 2007 to new users and I&#039;ve been using in for almost a year now.  And like all schemas for interaction, I&#039;ve gotten used to it and can now use it as well as I ever was able to use 2003.

Just thoughts. 

C</description>
		<content:encoded><![CDATA[<p>I think, Jacob has a good point.  I&#8217;d say that a game interface (as opposed to a business application) can contribute greatly to maintaining a world (imagine, for example, acquiring a gun from an alien in a first person shooter  and having to figure out how to operate it.)  if it is designed to.  The real problem is people are to willing to look at what was done before and simply add on it (which can make life easier/more comfortable for the user, but doesn&#8217;t really add to the game&#8217;s narrative in a way that it could.). </p>
<p>Anyhow, I know Jason doesn&#8217;t like Word 2007&#8217;s interface, but I was curious if anyone else had used it recently&#8211;in part because my job involves me teaching how to use Word 2007 to new users and I&#8217;ve been using in for almost a year now.  And like all schemas for interaction, I&#8217;ve gotten used to it and can now use it as well as I ever was able to use 2003.</p>
<p>Just thoughts. </p>
<p>C</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jacob</title>
		<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/comment-page-1#comment-1152</link>
		<dc:creator>Jacob</dc:creator>
		<pubDate>Tue, 15 Apr 2008 19:24:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=270#comment-1152</guid>
		<description>This argument gets used in software user interface design, and again here in game design.  Simple is better.  Intuitive is better.  Exposed is better.

These are certainly worthwhile goals with visible if hard to measure qualities, but I don&#039;t think they should always be ideals for design.  For players that dedicate themselves to a game, a complex and opaque interface to a practically unlearnable set of mechanics can be a lot of fun.  Second language learning can be such a game, and I see no reason why software games need to be any different.

Some of the best games have simple rules/mechanics that produce interesting emergent behavior.  But the fun of rule-learning is often best done in a game that is hard to understand.

One consistent need in both situation though is for consistency.  Being able to make generalizations (whether you&#039;re playing to discover them, or playing to utilize them) is key to successful gaming.</description>
		<content:encoded><![CDATA[<p>This argument gets used in software user interface design, and again here in game design.  Simple is better.  Intuitive is better.  Exposed is better.</p>
<p>These are certainly worthwhile goals with visible if hard to measure qualities, but I don&#8217;t think they should always be ideals for design.  For players that dedicate themselves to a game, a complex and opaque interface to a practically unlearnable set of mechanics can be a lot of fun.  Second language learning can be such a game, and I see no reason why software games need to be any different.</p>
<p>Some of the best games have simple rules/mechanics that produce interesting emergent behavior.  But the fun of rule-learning is often best done in a game that is hard to understand.</p>
<p>One consistent need in both situation though is for consistency.  Being able to make generalizations (whether you&#8217;re playing to discover them, or playing to utilize them) is key to successful gaming.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/comment-page-1#comment-1150</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Tue, 15 Apr 2008 16:59:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=270#comment-1150</guid>
		<description>Agreed. As much as I love &lt;i&gt;Mass Effect&lt;/i&gt;, and as much as the interface was a huge improvement over their earlier, similar title, &lt;i&gt;Knights of the Old Republic&lt;/i&gt;, there was just too much going on with the controller and interfaces. It took me a good long time into my first playthrough to learn how to install weapon and ammo upgrades; it wasn&#039;t until my second playthrough that I discovered that my vehicle could zoom in on targets and that it had a second weapon (which drastically changed the game experience). 

I feel like any game with this many controls needs to have at least an optional tutorial to walk you through everything. There&#039;s something very pleasing, though, about particularly straightforward game interfaces, like &lt;i&gt;Portal&lt;/i&gt;&#039;s.</description>
		<content:encoded><![CDATA[<p>Agreed. As much as I love <i>Mass Effect</i>, and as much as the interface was a huge improvement over their earlier, similar title, <i>Knights of the Old Republic</i>, there was just too much going on with the controller and interfaces. It took me a good long time into my first playthrough to learn how to install weapon and ammo upgrades; it wasn&#8217;t until my second playthrough that I discovered that my vehicle could zoom in on targets and that it had a second weapon (which drastically changed the game experience). </p>
<p>I feel like any game with this many controls needs to have at least an optional tutorial to walk you through everything. There&#8217;s something very pleasing, though, about particularly straightforward game interfaces, like <i>Portal</i>&#8217;s.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt S</title>
		<link>http://www.geekstudies.org/2008/04/locating-aesthetics-between-various-game-appeals/comment-page-1#comment-1149</link>
		<dc:creator>Matt S</dc:creator>
		<pubDate>Tue, 15 Apr 2008 16:50:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/?p=270#comment-1149</guid>
		<description>I think it is interesting to contrast this with a school of thought in general software development, that trying to do to much within an application is one of the surest ways to ensure a horrible user experience.

The classic example of this is Word, a very powerful tool, that is a nightmare from a user interface experience.  Contrast this with something like OmniOutliner, which is, at its heart, a single purpose application (it does outlines, though there is greater functionality hidden in there for advanced users who want to dig), but has a wonderful design interface that&#039;s fairly intuitive.

My personal feeling is that any software package that requires an instruction manual, especially for core tasks, is flawed.  And that a &quot;perfect&quot; application will do what the user expects in the way that the user expects it to do so.  Of course, this perfection is possibly unattainable, but it is something to be strived for.

I&#039;d say a similar approach could be taken with games.  I know personally, as a casual gamer, I played Halo once at a friend&#039;s house for about 10 minutes before deciding that the interface was way to cumbersome for me to want to play it any longer.  While Halo is the worst example I&#039;ve run into, I&#039;ve run into this with other games as well.  It is hard to get into the narrative of a game when you&#039;re spending all of your time fighting with the controls.

There has to be some kind of middle ground that allows users to play the game in a fairly intuitive manner that doesn&#039;t limit the narrative experience.</description>
		<content:encoded><![CDATA[<p>I think it is interesting to contrast this with a school of thought in general software development, that trying to do to much within an application is one of the surest ways to ensure a horrible user experience.</p>
<p>The classic example of this is Word, a very powerful tool, that is a nightmare from a user interface experience.  Contrast this with something like OmniOutliner, which is, at its heart, a single purpose application (it does outlines, though there is greater functionality hidden in there for advanced users who want to dig), but has a wonderful design interface that&#8217;s fairly intuitive.</p>
<p>My personal feeling is that any software package that requires an instruction manual, especially for core tasks, is flawed.  And that a &#8220;perfect&#8221; application will do what the user expects in the way that the user expects it to do so.  Of course, this perfection is possibly unattainable, but it is something to be strived for.</p>
<p>I&#8217;d say a similar approach could be taken with games.  I know personally, as a casual gamer, I played Halo once at a friend&#8217;s house for about 10 minutes before deciding that the interface was way to cumbersome for me to want to play it any longer.  While Halo is the worst example I&#8217;ve run into, I&#8217;ve run into this with other games as well.  It is hard to get into the narrative of a game when you&#8217;re spending all of your time fighting with the controls.</p>
<p>There has to be some kind of middle ground that allows users to play the game in a fairly intuitive manner that doesn&#8217;t limit the narrative experience.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
