Analyse de l'ergonomie de Resident Evil Revelations

Post on 08-Jul-2015

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Expert review of resident evil revelations

Transcript of Analyse de l'ergonomie de Resident Evil Revelations

The game quickly immerses the playerin a story with a non intrusive tutorial

The second character is actually nice to have with you and not a burdenanymore compared to RE 4 & 5

Just like in old times, this resident evilbalances action with exploration

Play session length is adapted to working audience

The game allows different play styles

Fight or flight, explore or speedrun…

Gameplay is varied across scenarios, with for each specific scenes, focus on different features and playing styles

Top 5 usability / Playability issues

Press start to pause the game during a cinematic skips important information

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4

9

14

Contr…

Visual …

Possible solutions

1. Start pauses the game as usual, and a second input allows to skip the cinematic

2. Start skips the cinematic, but it’s divided intoparts. For example, the tv show and the playerscenes are separate and « start » only skips the first. It’s unlikely the player will make this errortwice in a row

3. Show « Hold the start » ou « Press start to skip » for 5 seconds if the player presses Start the first time

Switching to the right weapon requires thinking….-1

4

9

14Consist…

Input …

Possible solutions

After the sequence where you fall and can’t walk, you can’t equip a shotgun you have. It’s confusing.

Possible solutions

1. Add a sign on the choice to show wether it isavailable or not (like on contextual actions)

2. Make clear that you lost it

Input settings should be visible immediately

Control options should be more explicit-1

4

9

14Consiste…

Controls

Visual …

Possible solutions

Details = X, square or triangleSwitch screen is L1 / R1 or with squareButton hint is at the bottom, middle right, upper right….

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4

9

14Consistency

Controls

Game …

Training …

Visual …

The game uses 2 different maps which can be confusing and adds unnecessary complexity to the game

Possible solutions

Possible solutions

Possible solutions

Possible solutions

The scanner needs to be equiped to know whether there is something to scan

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4

9

14

View …Comm…

Visual …

Respo…

The scanner sees through ceilings

Possible solutions

1. Allow the player to know whether he shouldlook for an item without needing to equip the scanner : sound, hud, vibration

2. Make it faster to open the scanner

3. Don’t detect items that are in other rooms

4. When scanning, give a sign that shows wetherthe item is in the same room as the player or not

5. When scanning, give a hint regarding the direction to look towards, at least up or down

Usability / playability improvementProblems found by type

-2

0

2

4

6

8

10

12

14

Consistency

Customizability

Artificial intelligence

View mismatch

Skip content

Input mapping

Controls

Game status

Training and help

Command sequences

Visual representations

Response times

Before

After

To improve further…