10 Must-Have Features for Games

Fri Oct 19, 2007 8:54AM EDT

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Ever wonder why you can't just press any key to start your game? Or why your character's first-person "camera" just slid into the ceiling? You're not alone.

Gaming site Next Generation (via BusinessWeek) just published a top-10 list of features every game should have—not to mention pitfalls to be avoided. In practical terms, this is really more a list for game developers than for us gamers, but it's still an interesting litany of usability tips and head-slappers. Among the items:

  • Never ask a player if they want to save the game: This one seems so obvious, yet it happens constantly. I've often made the mistake of finishing a game and then jumping to the Xbox 360 Dashboard—only to lose all my progress, without warning (Madden '08, anyone)? As BusinessWeek points out, games like Halo 3 do a decent job of saving your place automatically, but auto-saving really ought to be a ubiquitous feature.
  • Press any button to start the game: Why force players to press "A," "X." "Start," or "Esc" to start a game, when simply pressing any key would work just as well? Duh!
  • Let players skip cut scenes: Hear, hear—and while we're at it, why not keep cap the length of cut scenes (the animated interludes that bridge action sequences, advance the story, and often bring your fun to a grinding halt) to, say, no more than 30 seconds? Here's a rule that would make gamers sigh with relief.
  • Don't let the camera bump into walls: Or slide into a wall (or ceiling), for that matter. I've seen this happen in even the most sophisticated games; in Halo 3, for example, if you're manning the warthog turret and you're driven into a tunnel, you'll often find yourself starting at...well, nothing, because the "camera" is smack up against the ceiling. Not cool, especially when you're being chased by the bad guys.
  • Don't use every controller button because you can: As a relative console-gaming noob, I've found it hard enough to control my players with twin analog joysticks, much less mastering all the triggers, clickable sticks, D-pads, and buttons on the controller. (Next-Gen writer Blake Snow points out that the PS3 and Xbox 360 controllers each have 17 separate "depressible" buttons, once you count the D-pads, triggers and joysticks.) So please, you game developers out there, keep it simple; just because you can use all these controls doesn't mean you should. Oh, and another thing: why not stick to a uniform configuration for, say, first-person shooters and the like, rather than reinventing the wheel for each game (and forcing us gamers to re-learn the most basic controls)?


Want to read the complete list? Click on through for more.

Related:
Gaming Usability 101 [Next Generation, as republished by BusinessWeek]
 

Comments on 10 Must-Have Features for Games

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  • 1 Posted by strabo_thelastdragon on Thu Sep 3, 2009 9:45PM EDT Report Abuse

    That seems like a rather nice list of things to see in games but their is another side to at least two of these.... - In some games, many by Koei, if the game auto saved the gamer would waste even more hours of their life restarting levels instead of just jumping back to their last save. - Letting players skip cut scenes is nice however, maxing the length as mention above would be a huge blow to games that actually focus on the story such as RPGs and Metal Gear Solids, only 30 seconds for some of those games would mean nothing would ever make sence or get done. I would also note that some game snow use cut scenes to help cut down on load time by playing a cut scene while loading the next level of the game (aka.. Heavenly Sword). I do however agree with everything else on that list. Nice little article.

  • 2 Posted by spartan117890 on Thu Sep 3, 2009 9:35PM EDT Report Abuse

    Auto-Save would be an amazing feature for all games. I don't rally mind pressing a certain button to start the game though, it's just not that big of a deal. Cut scene skipping is becoming more and more popular in games with most allowing you to skip them. I think the purpose of the camera bumping into walls in Halo 3 is to keep is balanced. Although at times, I admit it gets quite annoying. I think that using more buttons, in most cases, allows you to choose actions quicker and more efficiently. For games like Halo 3 that is necessary. I do not want to see uniform controller schemes. Every game (lets use FPS's for example) needs it's own unique controller setup because they have different designs for that particular game. I think that each game is typically easy to learn, as far as controller schemes go. Relearning the most basic controls is not a hard task, once you play the game for ten to fifteen minutes you usually have it under control. ~Shoe

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