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Overview | Picking a Topic | Tech Decisions | Design Decisions
Usability Testing | What Went Right | What Went Wrong | Conclusions


Process: Usability Testing

I enlisted the help of 6 very helpful people to test the single game level. This group contained a cross-section of active gamers, non-gamers and game creators. I asked for candid feedback on the game’s strengths and shortcomings, but also asked the following specific questions:

  1. What did you think of the trivia and historical information? Did it contribute or detract from the appeal of the level?

 

  1. Do you feel you know a little more about Roman history after playing the level?

 

  1. What was your favorite part(s) of the level?

 

  1. What was the least enjoyable part(s) of the level?

 

  1. What would you change or add to make the level a more enjoyable experience?

 

Usability: Reaction to Historical Information
Overall, the level got a very positive response with regards to the presentation of the historical information and trivia. Tester #1 was already familiar with Roman history, and he admitted to have learned several new bits of information that he was unaware of. Although all users had suggestions for improvement, they all found that the information was interesting and contributed to the overall appeal of the level. Tester #1 enjoyed exploring the environment to find out additional trivia. Tester #2 commented that even though it was a learning experience, it was still fun and enjoyable. Tester #5 commented that this level was the closest he had seen any game come to being historically accurate given the subject matter.

However, some users also found the information to be distracting and suggested alternate ways of presenting the data. Tester #4 preferred when the information was presented through audio interactions and he also said he was distracted by the text during key moments when battle or action was required. He also mentioned the trivia could have been more detailed. Tester #2 pointed out that the text became annoying after several runs through the game, and it made one user feel like they had no control over the presentation of information. Tester #3 felt that understanding the information was not really essential in completing the level.

Usability: Reaction to Gameplay
All users across the board found the game level to be very enjoyable. Depending on the experience of the user, however, some parts were seen to be too easy or too hard. Fighting the retiarius (gladiator with the trident) was the least favorite part of tester #1 and #2, but for different reasons. Tester #1 thought he was too difficult to kill and tester #2 felt he was too easy. Testers #2 and #3 felt that the level could have been longer and that it was very easy to complete.

Overall the user group was impressed with the level of quality and the fun-factor of the level. Tester #3 commented that it was one of the best single-player levels he had seen so far (presumably for the Jedi Outcast engine).

Favorite Parts
Apart from what was already mentioned above, several users had particular areas that were favorites, but there was no one favorite section that was shared by all testers.

The execution sequence was popular with tester #3 and he referred to it as a “fluent and elegant piece of art”. Tester #4 liked the fact that it was “very fun, and interesting - a totally immersive experience”. Tester #1 enjoyed the final battle near the end when the player fights several Roman Legionnaires. He also liked the final cutscene animation when the level was complete. Tester #2 enjoyed fighting the Drucillus brothers with the other character, Athena. Tester #6 enjoyed being able to dismember enemies with the sword.

Least Favorite Parts
There was not much consensus on the least enjoyable sections of the game, but there were a few sections that were noticed by multiple testers apart to what was stated above. For example, two users commented that the elevator leading downstairs should not descend unless the player is currently standing on it.

Several areas of the game where the player was frozen to provide dialogue or other information was disliked by tester #3. Tester #1 would have liked to use the other weapons during the game. Two users commented on the ugly marks that were produced when the sword hit the walls. Tester #1 felt the brightness of the outdoor scenes could have been lowered slightly.

Tester #4 commented on the rough 3D graphics and the nature of low-polygon games. He mentioned that he was a gaming novice, but would have liked to see things in a more rendered (presumably higher polycount) state. Tester #6 would have liked to be able to skip over some of the non-interactive parts of the game.

Suggestions for Improvement
Apart from what was stated above, several suggestions were made to improve the level both technically and aesthetically. Tester #3 suggested adding some details to the sand in the arena to keep it from appearing so empty. Testers #1 and #2 noticed that the retiarius could be damaged while he was behind a door. Testers #1 and #3 noticed that several characters did not respond at all when injured (the legionnaires and owner) and suggested that this be remedied.

Tester #3 suggested that a level of complexity be added to the tunnel sequence (such as locked gates and keys) that would force the user to battle the patrolling guards. As it stands now, a player can simply run away without having to fight.

Tester #6 and #3 both didn’t like the font that was used in the interface and in-game (default font that is used by the engine). Also, tester #6 felt the level ended a bit too abruptly. He would have liked to have to opportunity to roam around the environment a bit more.


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