I have always been fascinated with the video gaming industry, and yes I am so glad that we are taking these interactive interfaces into consideration and in-depth analysis. While reading “Designing Interaction” by Bill Moggridge, I found that evolution of video gaming industry was quite interesting in terms of interactivity and what interest players. Indeed, there are many important factors in accepting/ adopting a good video game, but those factors vary based on personal preference and whether the player is an amateur or a professional in this industry.
While experiencing various video games in class and previously, I found the games that involve physical movement were quite appealing to me. In my opinion, I believe the physical movement, for example, in Wii games, harmonizes perfectly with the enthusiasm involved in the game. Wii games would fit with teenagers and adults equally and with any gender because they are simple, fun and easy to play; I like the vibration factor in the game. Thumbs up for Wii games🙂
In other games such as “Rock Band”, I believe it is not very likely to adopt this game especially if the person lacks certain skills; I needed more time to master this game. Others who are eager to play a guitar or if they want to pretend being rock stars, this would be a perfect game for them. Without doubt, I prefer mental games and solving puzzles over skill-based games. Reducing the number of controls could make the game easier to play, and John Maeda argues the laws of simplicity in his book s, he says “The easiest way to simplify a system is to remove functionality.”
DS Lite and Sony are interesting to certain age groups and cross-gender. These are perfect games for teenagers on the go. I noticed that DS Lite has many written instructions and stories before you start the game; I believe sound and lighting could be more complying to teenagers. This game is not ideal for non-English speakers; on the other hand, it is very educational for English speakers. I believe the touch screen adds to the usability factor of this game.
Online games are fun because players interact with other gamers they don’t know in real life. I have played online card games and they were very engaging, entertaining and exciting. As I said before, what interests me is the point/purpose of the game and the degree of intellect involves in it. Therefore, other online games were not as appealing as others such as ESP and Squigl games in Gwap.com; games that didn’t challenge my thinking were less interesting. In this case, I spent a long time trying to understand how to play those games. In ESP, players try to guess a word based on a picture they see, this word has to match their partner’s selection. In Squigl, players trace the object described by the word provided in the game, and their selection has to match their partner’s. Those kinds of games might be of interest to certain age groups.