游戲用戶體驗指標
游戲UX (GAMES UX)
During a time when the time spent on video games has reached record breaking heights, due to excessive time indoors, gamification has more of a place now than ever before.
d uring的時候花在視頻游戲的時間已經達到了 破紀錄的高度 ,由于過多的時間在室內,游戲化有更多的地方,現在比以往任何時候。
Gamification is a process originally derived from video games, where reward systems are built into software, with a sole purpose of ensuring player retention and engagement by rewarding players with micro-interactions and gold stars. If we use a project management platform as an example, upon selecting the ‘completed task button’ a purpose built, short interaction/animation is triggered — scientifically designed to release a micro dose of endorphins.
游戲化是一個最初源自視頻游戲的過程,該游戲將獎勵系統內置到軟件中,其唯一目的是通過向玩家提供微互動和金星來確保玩家的保留和參與。 如果我們以項目管理平臺為例,則在選擇“完成的任務按鈕”時建立特定用途,就會觸發短時間的交互/動畫-科學地設計為釋放微劑量的內啡肽。
But how do video games specifically utilise UX techniques which can be used as inspiration?
但是,視頻游戲如何專門利用可用作靈感的UX技術呢?
Well, upon recent completion of the main campaign in Horizon Zero Dawn on PS4, I took note of how a well developed AAA video game demonstrates good UX driven practices/models, which allows a seamless focus on the gameplay itself. Great job Guerrilla Games!
好吧,最近在PS4上完成了《 地平線零黎明》中的主要戰役后,我注意到了精心開發的AAA電子游戲如何展示出良好的UX驅動的做法/模型,從而可以無縫地專注于游戲本身。 偉大的游擊游戲 !
I made note of key features that successfully tap into the heuristics and principles of UX and UI.
我記下了成功利用UX和UI的啟發式和原理的關鍵功能。
通過識別而不是召回來實現可用性 (Usability via Recognition over recall)

Early on, the player is taught that botany plays a huge role in the game. The player is encouraged to collect flowers via in game tutorials, whilst roaming the open world. Flowers are used for crafting provisions. However, the red flowers are consumed by protagonist, Aloy, upon collection. The red flowers help the player to regain health. An obvious colour choice, but why is it obvious? It is obvious because humans are conditioned from a young age to memorise red, the universal colour for health.
早期,玩家被告知植物學在游戲中扮演著重要角色。 在漫游開放世界的同時,鼓勵玩家通過游戲教程收集花朵。 花是用來制作食物的。 但是,紅色花朵被主人公阿洛伊(Aloy)采收。 紅色花朵可以幫助玩家恢復健康。 一個明顯的顏色選擇,但是為什么它很明顯? 顯而易見,因為人類從小就適應記憶健康的通用顏色紅色。
The use of colour is pervasive in video games.
在視頻游戲中普遍使用顏色。
Apart from dressing characters in darker tones to indicate evil, in Horizon Zero Dawn, the player is also taught to instinctively look for contrasting colours during an initial tutorial process. A dash of yellow on a grey wall indicates an interactive element. It’s subtle enough to blend into the 3D Decor, yet noticeable enough to draw player attention. The recognition of colour ensures good usability. The balance of colour to indicator, succeeds in forcing the player to memorise a pattern of colours, allowing fluid gameplay through usability of interactive elements within the open world.
除了以深色調裝飾角色以表明邪惡之外,在《 地平線零黎明》中 ,還指導玩家在最初的教程過程中本能地尋找對比色。 灰色墻上的黃色虛線表示互動元素。 足以融入3D Decor,但足以引起玩家注意。 顏色的識別確保了良好的可用性。 顏色與指示器之間的平衡,成功地迫使玩家記住顏色的圖案,通過開放世界中交互元素的可用性實現流暢的游戲玩法。
通過幫助和文檔可訪問性 (Accessibility via Help and Documentation)

Accessibility is clearly at the forefront of navigating the UI/ menu. Players can easily access resources by pressing their controller’s touchpad. On press, a full screen menu is activated. Within it, there are horizontal categories — skills/ inventory/ crafting/ map/ quests, and notebook. Each category is paired with vertical sub categories. The purpose of the menu is to allow modification to suit the players style of play.
可訪問性顯然是導航UI /菜單的最前沿。 玩家可以通過按下控制器的觸摸板輕松訪問資源。 按下時,將激活全屏菜單。 其中有橫向類別-技能/庫存/制作/地圖/任務和筆記本。 每個類別與垂直子類別配對。 菜單的目的是允許修改以適合玩家的游戲風格。
Is the player a prowler, a brave, or a forager? To ensure one’s understanding of each weapon/ skill upgrade, there is a space within the UI (usually on the right hand side of screen) dedicated to video snippets, documenting an in-game scenario of how each item performs. This is a perfect solution to the problem of educating players to the plethora of accessible modifications. The video placement ensures the player attention is always on the form (skill/ weapon) followed by the function (snippet preview).
玩家是徘徊者,勇敢者還是覓食者? 為了確保您了解每種武器/技能的提升,UI內(通常在屏幕的右側)有一個專用于視頻片段的空間,用于記錄游戲中每種物品的表現情況。 這是對玩家進行大量可訪問修改的教育的完美解決方案。 視頻位置確保玩家始終將注意力放在表單(技能/武器)上,然后是功能(片段預覽) 。
通過玩家控制和自由實現價值 (Value via Player Control and Freedom)

Horizon Zero Dawn is an open world style game. The freedom in roaming the open world is a bi-product of the stories key objective — to save the world from evil takeover by Ancient Machines. Quest progress, runs the setting gamut, ranging — snow, desert to jungle. Aloy endures battles with majestic machines of prey, fighting them off using trip casters, traps, bows, arrows and primary weapon of choice — the staff. The player makes full use of the free-roam aspect climbing cliff drop offs with parkour-esque agility. Visual cues help the freedom of play by navigating direction through — For example — deliberately designed, eroded paths. Adding value as Aloy uncovers hidden ruins circa 2060.
Horizo??n Zero Dawn是一款開放式世界風格的游戲。 在開放世界中漫游的自由是故事關鍵目標的雙重產物-拯救世界,使其免受遠古機器的邪惡接管。 追求進度,運行設置范圍,范圍從雪,沙漠到叢林。 阿洛伊(Aloy)可以與雄偉的捕食機器進行戰斗,并使用旅行腳輪,陷阱,弓箭,箭和主要的選擇武器-參謀部將它們擊退。 玩家充分利用自由漫游的方式,以跑酷般的敏捷性攀登懸崖。 視覺提示可以通過引導方向(例如,故意設計的腐蝕路徑)來幫助游戲的自由。 隨著Aloy發現大約2060年的隱藏遺跡而增加價值。
Underneath the hood of the beautifully designed game are game mechanics. Game mechanics drive player actions. Each battle connection, each player movement while climbing a cliff face is individually produced, to enhance the player’s overall freedom of movement — driving home the open world style. Each player movement is communicated to the controller with dynamic vibrations, executed so well in Horizon Zero Dawn, that the player falls victim to exploring the beautiful open world, instead of focusing on the target objective. This win-win scenario adds value to the player experience, as the more playtime the player has, the more the player can memorise in-game controls.
設計精美的游戲引擎背后是游戲機制。 游戲機制推動玩家行動。 每個戰斗環節,每位攀登懸崖面Kong的球員動作都是獨立制作的,從而增強了玩家的整體行動自由-帶回家開放的世界風格。 玩家的每一次動作都通過動態振動傳達給控制器,在Horizo??n Zero Dawn中如此出色地執行,以至于玩家成為探索美麗的開放世界的受害者,而不是專注于目標目標。 這種雙贏的局面為玩家的體驗增添了價值,因為玩家擁有的游戲時間越長,他們越能記住游戲中的控件。
通過診斷和從錯誤中恢復的可信度 (Credibility via Diagnosing and Recovering from Errors)

Games are one big problem just waiting to be solved.
游戲是一個亟待解決的大問題。
The core problem is split into hundreds of mini-problems (a la kanban methodology). The game is littered with collectibles and rare items hidden at various points throughout the open-world. To access one of the seldom seen objects, the player is forced to decode a set of 4, wall mounted, digital combination locks, situated next to a door. Graffiti’d on the door face is a list of 4 numbers.
核心問題分為數百個小問題(看板方法)。 游戲中散落著收藏品和稀有物品,這些物品藏在整個開放世界的各個位置。 為了訪問很少見到的物體之一,播放器被迫解碼位于門旁的一組4個,壁掛式數字密碼鎖。 門面上的涂鴉是4個數字的列表。
The onus is on the player, to utilise their critical thinking and diagnose the problem into 2 parts: 1) solving what sequence actually means and, 2) how to implement the sequence to obtain a reward. For example how would the player interpret a pattern of 1200, 1500, 1600, 2200? It is 24 hour time. This forces the player to tap into one of their brain’s cognitive motor skills — procedural knowledge — the recognition of patterns vs recalling specific data. The player would sequentially marry the rotating locks up, with the angle resembling each timestamp. Credible due to it’s value of social impact, forcing players to learn something they may not already know.
玩家有責任利用他們的批判性思維并將問題診斷為兩個部分:1)解決順序實際上意味著什么,以及2)如何實施順序以獲得獎勵。 例如,玩家將如何解釋1200、1500、1600、2200的模式? 現在是24小時。 這迫使玩家利用大腦的認知運動技能之一( 程序知識 )來識別模式,而不是回憶特定數據。 玩家將依次旋轉旋轉的鎖,與每個時間戳類似的角度。 由于具有社會影響力的價值而令人信服,迫使玩家學習他們可能還不知道的東西。
通過一致性和標準的可發現性 (Findability via Consistency and Standards)

Within the weapons inventory is a 1/4 split circle, split into top/ bottom/ left/ right segments. Each segment is a weapon slot. The positioning of each slot in the full screen menu, directly correlates to the player’s in game weapon dial. The action of assigning a weapon to each slot, forms a mental model, which the player subconsciously memorises.
武器清單中有一個1/4分割圓,分為上/下/左/右部分。 每個段都是一個武器插槽。 全屏菜單中每個插槽的位置都與玩家在游戲中的武器撥盤直接相關。 為每個插槽分配武器的行為形成了一個心理模型,玩家在潛意識中記憶了這一模型。
Due to consistency between the resources and in-game menus, the player’s experience is enhanced. On-the-fly weapon changes can be made in-battle. This is because our brains require less cognitive load when ‘mental mapping’ through consistent models. As a use case example, maybe Player X has an affinity for left positioning over the ‘top/ bottom/ right positioned slots’ therefore they would assign their main weapon to the ‘left slot’. As we go deeper into a world where tech is further becoming an extension of our body, the degree to which we can personalise our tech, is paramount.
由于資源和游戲菜單之??間的一致性,因此可以增強玩家的體驗。 飛行中的武器變更可以在戰斗中進行。 這是因為通過一致的模型進行 “ 心理映射 ”時,我們的大腦需要較少的認知負荷。 作為一個用例,玩家X可能對“頂部/底部/右側位置”上方的左側位置具有親和力,因此他們會將主要武器分配給“左側位置”。 隨著我們進入一個世界,技術正在進一步成為我們身體的延伸,我們能夠個性化我們的技術的程度至關重要。
這就引出了一個問題…… (This begs the question…)
Other than a reward system, what else can the software/tech/design industry learn from immersive video games like Horizon Zero Dawn? On the surface it appears that our/next generation are wasting away their brains by playing video games; this is definitely not the case. We have learned the future of UX is in the hands of a generation that is subconsciously studying neurological thought process through critical thinking; building mental models and procedural knowledge. Players continuously draw upon cognitive function to navigate through games, developing familiar feel for good UX practices. Practices that will be relevant more than ever, when we are faced with finely tuned virtual/augmented reality norms in the years to come.
除了獎勵系統之外,軟件/技術/設計行業還能從諸如Horizo??n Zero Dawn之類的沉浸式視頻游戲中學到什么? 從表面上看,我們/下一代正在通過玩視頻游戲浪費他們的大腦。 絕對不是這樣。 我們已經知道,UX的未來掌握在通過批判性思維潛意識地研究神經學思維過程的一代人手中。 建立心理模型和程序知識。 玩家不斷利用認知功能在游戲中導航,從而為良好的UX習慣培養熟悉的感覺。 當我們面對未來幾年中經過微調的虛擬/增強現實規范時,比以往任何時候都重要的實踐。
翻譯自: https://medium.com/super-jump/how-video-games-take-ux-beyond-gamification-92a16c519608
游戲用戶體驗指標
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