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Tuesday, January 9, 2018

The Video Game Experience


Independent

Best: Rumu

Rumu is a very unique game, and of all the games on this list, I think it’s the one that has the most unique UI. This is most likely due to the fact that Rumu has pioneered the ‘Sentient Vaccuum Cleaner’ genre, and there’s simply no game similar enough to pull inspiration from. Because of this, I’ll briefly summarise the elements I liked the most, so you have an idea of what I’m talking about.
It’s fitting, then, that Rumu’s UI pulls from a number of different genres and also remains quite unique. Rumu (The titular vacuum cleaner himself) has a radial menu to manage it’s quest log and inventory. That’s about where the traditional UI ends, and you start to see some bespoke elements.
Tutorial tips for controls appear outside the environments. This is a nice detail, as it serves not only to communicate the key bind but also as a hint of what you’re supposed to do in any given space.
A similar method is used for doorways or vent spaces — each is earmarked with text or iconography to indicate whether the player can pass through. The difference is actually really important, because it serves to split how the player treats information throughout the game — if the information is inside the room, it’s something to be learned. If it exists outside of the game space, it’s something that little Rumu already knows.
There’s a ‘Datavision’ function that allows Rumu to see how the various smart devices and intractable objects connect. It’s a great way to declutter the environments when the player is being task oriented, and it also often hides hidden easter eggs or gadgets.
One of the smartest UX features of Rumu is how it uses it’s palette and art style to generate emotion. A clean, white kitchen feels calm and simple, while crawling through vents on a sinister dark background gives the game a sense of urgency and danger.
Rumu is beautiful, functional, unique, and incredibly evocative. It’s UX blends perfectly with the narrative of the game, and aids in the storytelling.
Conclusion:
Independent developers are constantly coming up with new, interesting ways to interact with their games. There’s even a few on this list: Hand of Fate 2 and Tooth of Tail both innovate in a well-trodden genre.

Rumu’s a little different, because the robot vacuum cleaner genre isn’t quite as mature as, say, first person shooters. Despite this, the interactions in Rumu feel natural; the spacial and diagetic elements are what I’d expect a robo-vacuum to see in the world, and the meta UI tips help move the player along without breaking the (sometimes literal) fourth wall.

I look forward to seeing the robot vacuum cleaner genre evolve.

Worst: Stationeers

Picking this game sparked an internal debate in my mind over having a ‘Worst’ section at all, but in the end I decided it’s always better to get your feelings out than internalise them.
I really enjoyed Stationeers; I played almost six hours straight in my first run through. It’s an incredibly complex space space station construction game. Most of it’s UI is inoffensive: a simple HUD with your vitals and atmosphere stats, and a slot-based inventory system.
It all falls apart for me in the item management. Rather than go into specifics, I’ll give you an example: I need to take the empty battery out of my welding torch, and replace it with a full one.
I have to press 5 to open my tool belt, use the scroll wheel to highlight the torch, press F to put it in my hand, press R to open the torch’s inventory, press E to change hands, press F to move the batter into my free hand.
Now I press 2 to open my suit inventory, scroll wheel to an empty slot, press F to place the flat batter in there. Scroll wheel to the full battery, press F to place it in my off hand. Press E to change hands. Press R to open the torch inventory. Press E to change hands. Press F to place the battery in.
That’s…15 key presses. I can see what they were going for with this system, but there’s got to be a better way.

Virtual Reality

Best: Lone Echo

If UX as a practice is still in it’s infancy, UX for VR is a single-celled organism attempting mitosis for the first time. Nobody really has any idea what’s going to work and what’s not going to work, and so many games have great executions with a poor UX.
Lone Echo feels like someone looking at what VR will be doing five years from now, and dragged it screaming back into 2017. I don’t think it’s hyperbole to say that Lone Echo’s UX will help define the future of virtual and augmented reality interfaces.
There’s no HUD in Lone Echo, instead opting to have your UI displayed from various arm-mounted gadgetry. Jack, the player character, has a number of controls and panels along his suit, each of which the player can interact with to reveal various elements interfaces.
This actually annoyed me at first — I wasn’t sure why a robot need any sort of interface at all. However, the interactions available are just so neat and genuinely enjoyable, it becomes a very small nitpick. You will also witness other characters in the game use the same interface, which gives some internal consistency to the game.
Talking to someone, for example, is a matter of simply looking at them and tapping a button the controller. This spawns a list of dialogue options that you select with your finger. It’s a simple thing, but being able to quickly interact with the object your looking at feels great.
Any panels you summon are intractable with your hand. You can scroll and tap like you would on an iPad. It feels completely natural to work with, and there were very few times after the opening minutes where I had trouble with this interaction style.
Similarly, Jack’s wrist holds a number of functions and features that are activated using your opposite hand. Slide across your forearm to open your objectives. Tap the top of your wrist for your scanner, or the side of your wrist for your welder. The interactions are so second-nature after having used them a few times that I found myself not even looking at my hands as I did these simple tasks.
Most of what you see in Lone Echo comes from somewhere. The locomotion, the dialogues, the tool interactions, are all borrowed from games that have come before it. Lone Echo proves that these interactions are unequivocally the right way to do them, and if done right, can be so immersive and intuitive that the player doesn’t have to remember them, they just become the way things are done.
Just like the brilliant writing and slick graphics, Lone Echo’s UX is the reason it’s such a successful game. It keeps the player completely immersed in everything they’re doing, no matter how complex the task. At it’s best, the interactions in Lone Echo are actually fun to use. Menus that are fun! If that’s not a revolution, I don’t know what is.
Conclusion:
The most immersive experience I’ve ever had in a video game. Lone Echo bends over backwards to put you in the moment with objects that behave like the user expects they should, and an environment that is consistently interactive.

Lone Echo isn’t held back by trying to fit it’s UI into it’s narrative — it’s built it’s entire user experience around the narrative, instead. Lone Echo sets the standard for VR UX to come.

Worst: None

It’s a cop out, I know. Truth be told, I haven’t played a VR game that released in 2017 that had any truly awful UX. There’s plenty of games that make some missteps, or the occasional obvious error, but this is going to happen with a still-growing genre like virtual reality. For now, VR gets a pass.
If you got this far, thanks for reading! Hopefully you found something interesting in my choices. Please feel free to comment with your opinions, especially if there’s something great that I missed.
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