Analyse de l'ergonomie de Resident Evil Revelations
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Transcript of Analyse de l'ergonomie de Resident Evil Revelations
![Page 1: Analyse de l'ergonomie de Resident Evil Revelations](https://reader036.fdocuments.us/reader036/viewer/2022062320/559ca02e1a28ab2c3f8b46f2/html5/thumbnails/1.jpg)
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The game quickly immerses the playerin a story with a non intrusive tutorial
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The second character is actually nice to have with you and not a burdenanymore compared to RE 4 & 5
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Just like in old times, this resident evilbalances action with exploration
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Play session length is adapted to working audience
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The game allows different play styles
Fight or flight, explore or speedrun…
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Gameplay is varied across scenarios, with for each specific scenes, focus on different features and playing styles
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Top 5 usability / Playability issues
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Press start to pause the game during a cinematic skips important information
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Contr…
Visual …
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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
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Switching to the right weapon requires thinking….-1
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Input …
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Possible solutions
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After the sequence where you fall and can’t walk, you can’t equip a shotgun you have. It’s confusing.
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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
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Input settings should be visible immediately
Control options should be more explicit-1
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14Consiste…
Controls
Visual …
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Possible solutions
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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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Controls
Game …
Training …
Visual …
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The game uses 2 different maps which can be confusing and adds unnecessary complexity to the game
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Possible solutions
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Possible solutions
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Possible solutions
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Possible solutions
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The scanner needs to be equiped to know whether there is something to scan
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View …Comm…
Visual …
Respo…
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The scanner sees through ceilings
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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
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Usability / playability improvementProblems found by type
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Consistency
Customizability
Artificial intelligence
View mismatch
Skip content
Input mapping
Controls
Game status
Training and help
Command sequences
Visual representations
Response times
Before
After
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To improve further…
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