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PEC 4. Cartas contra la humanidad VR

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PEC 4. Cartas contra la humanidad VR

Índice Introducción a Cartas contra la Humanidad Análisis de la interfaz del menú principal Análisis de las interacciones del juego Diseño del…
Índice Introducción a Cartas contra la Humanidad Análisis de la interfaz del menú principal Análisis de las interacciones del…

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Introducción a Cartas contra la Humanidad

Para esta práctica he decidido escoger y adaptar un juego de mesa como es el de Cartas contra la humanidad (Cards Against Humanity) [1] a un entorno en VR. (més…)

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PEC 3. La importancia de la interfaz física

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PEC 3. La importancia de la interfaz física

Índice Introducción a los juegos escogidos Guitar Hero Frets on Fire Unplugged VR Análisis comparativo de la sensación de control en las…
Índice Introducción a los juegos escogidos Guitar Hero Frets on Fire Unplugged VR Análisis comparativo de la sensación de…

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Introducción a los juegos escogidos

Para esta práctica he decidido escoger tres de los cuatro juegos propuestos a analizar, Por una parte voy a centrarme en Frets on Fire [1] y Guitar Hero [2] por sus similitudes como juegos arcade, y Unplugged VR [3] como la parte de realidad virtual.

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(No) Strings Attached

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Usability and accessibility in guitar-based rhythm games Intro When delving into discussions about user interfaces, the spotlight often falls on the non-diegetic…
Usability and accessibility in guitar-based rhythm games Intro When delving into discussions about user interfaces, the spotlight often falls…

Usability and accessibility in guitar-based rhythm games

(No) Strings Attached - Usability and accessibility in guitar-based rhythm games

Intro

When delving into discussions about user interfaces, the spotlight often falls on the non-diegetic elements provided by in-game visual interfaces, leaving meta, spatial, and diegetic elements somewhat in the shadows. Yet, a more significant aspect is frequently overlooked: the physical interface, specifically the input devices. This oversight is particularly noteworthy considering that the physical interface stands as the initial and primary component through which players interact with a game — or, put more precisely, assert their control over the entire gaming experience. This underscores the importance of game designers giving due attention to physical interfaces, subjecting them to the same scrutiny as other interface types when evaluating usability and accessibility.

This essay endeavors to analyze the usability and accessibility of physical interfaces, using guitar-based rhythm games as an example where these interfaces, or their absence, serve as core pillar of the gaming experience. Through an examination of four games, the first part of the essay strives to compare the sense of control afforded by different types of physical interfaces. In the second part, the focus narrows to one of these games, using its distinctive lack of an interface equivalent to its counterparts to identify and propose solutions for potential accessibility issues.

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Verses: about the games

Verse 1: Guitar Hero 3: Legends of Rock

Developer Neversoft (PlayStation 3, Xbox 360), Budcat Creations (PlayStation 2), Vicarious Visions (Wii), Aspyr Media (Windows, OS X)
Publisher Activision
Initial release October 28, 2007
Version analyzed PlayStation 3
Hours played 100+

Figure 1. The Guitar Hero 3 game scene. From Rock Paper Shotgun.

The Guitar Hero 3 game scene

Figure 2. The Guitar Hero 3 custom controller. From iFixit.

The Guitar Hero 3 custom controller

Guitar Hero 3 stands as the third iteration in the renowned Guitar Hero series, a rhythm game that revolutionized the genre by introducing a guitar-shaped peripheral complete with color-coded buttons mimicking guitar frets, a switch for strumming, and even a whammy bar to tweak note pitches.

The visual user interface of the game showcases a top-down black rectangle, emulating the guitar neck, where color-coded notes “fall” towards the player. The objective is to press the correct button combination and strum at the right moment to strike the chords. It could be a single note, a combination, or even a prolonged note requiring the player to maintain button presses while manipulating the whammy bar for a distortion effect. Successfully striking the chords earns a score, ranging from “Bad” to “Perfect,” culminating in a final tally. If impressive enough, this score unlocks access to new songs or modes.

The score may be boosted through accumulating star-shaped notes and activating a mode where notes yield higher scores, or by avoiding failures and obtaining a high chain on the rock meter. On the flip side, repeated note failures result in a low score on the rock meter, potentially leading to the dreaded game over screen.

However, Guitar Hero’s triumph wasn’t solely due to its groundbreaking controller. The game’s success can be attributed to its accessible entry point, a well-paced difficulty curve in the career mode, and an extensive catalog of licensed songs that could be expanded through DLC.

Verse 2: Frets on Fire

Developer Unreal Voodoo (Windows, Linux, OS X)
Publisher Unreal Voodoo
Initial release August 3, 2006
Version analyzed Windows
Hours played 100+

Figure 3. The Frets on Fire game scene. From Rock Paper Shotgun.

The Frets on Fire game scene

In the wake of Guitar Hero’s well-deserved acclaim and popularity, it was only a matter of time before someone created an open-source alternative. Enter Frets on Fire, winner of the Assembly 2006 game development competition, which not only offers many of Guitar Hero’s fantastic features for free, but also grants players the ability to tweak numerous options (including mapping), play their own tracks, and install mods that add even more functionality to the game.

In its current version, Frets on Fire mirrors the gameplay of Guitar Hero, except for the lack of a career mode, a whammy bar, or a custom peripheral. Despite the game’s intended keyboard-as-guitar playstyle, the beauty lies in its customization, allowing players to use a diverse array of controllers, from console gamepads to the Guitar Hero and Rock Band custom guitars.

Verse 3: Rocksmith

Developer Ubisoft San Francisco (PlayStation 3, Xbox 360, Windows)
Publisher Ubisoft
Initial release October 18, 2011
Version analyzed Windows
Hours played None

Figure 4. The Rocksmith game scene. From XXLGamer.

The Rocksmith game scene

The main critique leveled against Guitar Hero, particularly from real guitar enthusiasts, was its perceived lack of realism, giving players a misleading sense of virtuosity (Stuart, 2009) akin to becoming the next Jimi Hendrix. Recognizing the unmet needs of this yet-to-be-pleased audience, Ubisoft responded with the ultimate guitar simulator – Rocksmith.

What sets Rocksmith apart is its departure from custom, non-realistic controllers. Instead, players can plug in any electric guitar via USB. The use of a genuine guitar in a Guitar Hero-like setting enhances immersion but also introduces a steeper learning curve. With more frets to navigate and an additional dimension – the strings – players face a more intricate challenge.

Despite sharing a similar gameplay concept with other guitar-based rhythm games, Rocksmith brings a distinctive experience. Notably, the visual UI presents a wider black rectangle mimicking the guitar neck, scrolling left or right based on the player’s hand position. It also adds an horizontal bar at the bottom of the screen, providing a color-coded representation of the guitar strings. Striking a chord requires players to synchronize both frets and strings, aligning with the onscreen position and color.

Rocksmith also offers additional modes that add to its charm. It provides training sessions for real guitar techniques, jam sessions allowing players to set up a band with instruments responding to their guitar input, and Guitarcade, a mode that blends arcade games with advanced guitar technique learning.

Verse 4: Unplugged

Developer Anotherway (PlayStation 5, Windows, Oculus Quest)
Publisher Vertigo Games
Initial release October 21, 2021
Version analyzed Oculus Quest
Hours played None

Figure 5. The Unplugged game scene. From Vertigo Games.

The Unplugged game scene

While Ubisoft focused on real guitar enthusiasts with Rocksmith, Anotherway tapped into a different yet widespread practice among rock music fans – air guitar. And what could be better than air guitaring? Doing it in virtual reality, of course. In the Oculus Quest version, Unplugged keeps it simple: all you need is a VR headset and your hands.

In terms of gameplay, Unplugged incorporates many mechanics from Guitar Hero, such as star energy, and plays similarly to Rocksmith, involving both frets and strings. However, it simplifies the equation with a lower count of both, resulting in a more compact representation of the guitar neck. Players move one hand up and down an intangible guitar neck, adjusting fingers to match onscreen chords. The other hand strums an array of immaterial strings.

Despite featuring only a career mode, Unplugged distinguishes itself with a notably steep difficulty. Some players even find certain challenges so demanding that reaching the final set of songs remains elusive for many, adding an extra layer of challenge to the experience.

Chorus: the need for a sense of control

To recap the previous section, the four games under scrutiny employ four distinct types of controllers: a guitar-like peripheral, a keyboard, a real guitar, and nothing but the player’s hands. Despite their diverse nature, these physical interfaces share a common thread in facilitating interaction with a fairly similar gaming concept. Given the subjective nature of their quality and appropriateness, the pertinent question isn’t “which one is better?” but rather “how usable and accessible are they?”. Ultimately, guided by the assertion that “the goal of an interface is to make players feel in control of their experience” (Schell, 2014), the key query emerges: “do they provide the player with a sense of control?”

To assess this, the four games will be analyzed using both Glinert’s dimensions for measuring interface usability (2009) and Schell’s lenses regarding interfaces (2014). However, before delving into the examination of physical input devices, it is crucial to briefly explore potential issues that may arise from the rest of the interfaces. Addressing these early concerns is essential, as they could potentially be interlinked with any further issues uncovered later in the analysis. o prevent this part from becoming overly extensive, the focus will be solely on the active game scene – when the player is playing.

As all four games share a similar in-game appearance, examining the aesthetic dimension first feels apt. In this regard, there’s little to remark upon. Despite minor variations in visual effects or the use of supporting 3D models—bearing in mind their span across three different generations—all four games depict the guitar neck, frets, and strings in some fashion. The game scene is not metaphorical; rather, it offers an almost 1:1 representation of a real guitar. What adds an element of interest is that a substantial portion of the game scene exists beyond the spatial realm. Whether Guitar Hero 3 incorporates avatars and an occasional audience or not is inconsequential, as the game screen is not designed for them; they remain unaware of its existence. This unique aspect means that, unlike many other game genres, rhythm games, or at least the four under scrutiny, predominantly feature non-diegetic elements not only in their user interface but also within the game scene itself.

While crafting a visual replica of the instrument being played constitutes an apparent push towards immersion, which undoubtedly stands as the main pillar of these games, it concurrently aims to enhance the presence cognitive status. Nevertheless, this is likely just one component in a more intricate mechanism. Equally crucial is what this facsimile communicates to the player, as it actively contributes to fostering the flow cognitive status. This is where the remaining dimensions from Glinert and most of Schell’s lenses come into play. Do players require constant information from it? Are players receiving sufficient feedback during interactions? Does it maintain intuitiveness and a robust feel, especially in high-stress moments?

In the examination of all four games through the lens of channels and dimensions, the UI emerges as a robust element. Crucial information, such as the sequence of notes and their positions on the guitar’s neck —the details players need at all times—, dominates the screen. It occupies most of the screen space from top to bottom and at least 80% of the horizontal axis. Supplementary information, like the score or the rock meter, is deliberately placed at the periphery of the screen, in a less prominent plane. Any other information is hidden under menus on other layers, like the pause menu.

Shifting focus to the lenses of feedback and juiciness, all four games excel in providing players with continuous feedback. Visual effects and sounds accompany players when they strike a chord, maintain pressure on a long note correctly, or when they fail and break their chain. The games even add reinforcers to the secondary areas of the screen, like the “bad” and “good” indicators.

Figure 6. A FoFiX theme featuring reinforcements. From Gamers On Linux.

A FoFiX theme featuring reinforcements

Considering the limited set of play modes and easily distinguishable actions in all four games, it is reasonable to assert that they also excel in the simplicity and learnability dimensions, closely aligned with Schell’s lens of transparency. However, as mentioned earlier, an important distinction lies in their complexity, dependent on how many parts of the guitar they emulate. A higher degree of complexity may compromise simplicity, learnability, and transparency. Rocksmith exemplifies this, with part of the active game scene hidden and only revealed through scrolling left or right. Additionally, it introduces extra colored layers to the guitar neck replica to represent the strings that need pressing at each moment. Were it not for accommodating novice players with lower requirements, the entry barrier would be insurmountable.

Regardless of the latter, all four games appear to perform admirably in terms of the usability of their visual interfaces. However, the pivotal question remains: how do their physical interfaces, not only the primary point of distinction among them but also the unique selling point compared to other rhythm games in the market, measure up?

As previously mentioned, the cornerstone for all four games undeniably lies in immersion. According to Schell’s lens of control, “meaningful control is essential for immersive interactivity.” Now, it is time to address the initial question posed at the start of this section: “Do these physical interfaces (or their lack) provide players with a sense of control?”

Rocksmith, with its allowance for the use of real guitars, emerges as the game offering the pinnacle of expressive power. Mastering Rocksmith songs not only bestows a complete sense of control but also imparts the satisfaction of having learned to play a real instrument.

Guitar Hero’s custom input device enables players to interact with the game’s limited set of actions while fostering the sensation of holding a real guitar. The need to press the right set of buttons, strum the switch simultaneously, and move freely around the room contributes to a feeling of control over the game. However, the awareness that the controller is merely a replica, falling short of a real guitar, might diminish the perceived power when compared to actual guitar players.

Frets on Fire developers are not kidding when they say that the correct way of playing is by holding the keyboard as shown in Figure X, utilizing intentional keyboard mapping with keys like F1, F2, F3, F4 for frets and the Enter key for strumming. While not as immersive as holding a real guitar, this serves as a metaphor, helping players feel in control of their play. Nevertheless, the sense of control may diminish for players using a laptop or a similar device without a detachable or light keyboard.

Figure 7. The right way to hold the keyboard. From Softonic.

The right way to hold the keyboard

On the other end of the spectrum is Unplugged. The absence of a physical input device caters to air guitar aficionados and strives for immersion through VR goggles. Despite the freedom of movement afforded by VR, the lack of a tangible input device can undermine the player’s sense of power. The constant reminder that they’re not playing a real instrument limits the perceived control they have over the game.

However, the assessment of control extends beyond the subjective feeling of power over the game; it encompasses various usability aspects that ultimately contribute to the sense of control.

For instance, adhering to Schell’s lens of transparency, “the ideal interface becomes invisible to the player, letting the player’s imagination be completely immersed in the game world.” While the physical devices of the first three games may achieve transparency over time through use, Unplugged compels players to continuously look at their hands. This is not solely due to the absence of a tangible reference element but also influenced by the characteristics of VR goggles, such as the camera’s location. Even among physical interfaces, the sense of control may fluctuate based on their learnability and simplicity. Gaining control of the 5-button Guitar Hero peripheral is likely faster and easier than mastering the use of specific keys on an entire keyboard or navigating the 6-strings, 21-frets schema of electric guitars.

A similar argument holds for feedback. Schell asserts that “experiences without feedback are frustrating and confusing,” leading to a weaker sense of control over the game. None of the physical devices presented in these games offer feedback beyond their mechanical characteristics—the sensation of pressing a button, a key, or the whammy bar, the vibration of strings when strummed, etc. Unplugged presents a unique case, lacking any physical device and, therefore, providing no tangible reference. However, since there is still constant feedback from other interfaces, this may not pose a severe usability issue. As explored in the next section, it can, however, represent a significant accessibility challenge.

Bridge: music is for everyone

Rhythm games are typically characterized by their fast-paced nature, demanding exceptional reflexes and substantial eye-body coordination. Introducing additional devices, such as the Dance Dance Revolution pad or the Guitar Hero guitar, further amplifies the requirement for dexterity. These demands pose inherent limitations for individuals with various disabilities, including visual, cognitive and physical. However, what if a game not only necessitates an entirely different tool with its unique challenges but also lacks physical support for input?

This scenario is exemplified in Unplugged, a game that not only combines the challenges inherent in rhythm and VR games but also lacks any physical input device whatsoever. However, it’s important to note that VR games themselves are not without their issues. They grapple with accessibility challenges affecting individuals with a range of disabilities, from visual impairments to mobility impairments. While there have been strides toward a more equitable situation, such as Samsung’s Relúmĭno or Microsoft’s Canetroller (Cutrell, 2020) designed for people with low vision, there’s still a considerable journey ahead.

Figure 8. Microsoft’s Canetroller. From Microsoft.

Microsoft's Canetroller

Given the myriad limitations posed by both VR and rhythm games for individuals with disabilities, what additional challenges arise from the absence of a physical input device? It’s not that this absence exacerbates existing issues; rather, it fails to contribute to a comprehensive solution.

Starting with individuals with visual impairments, particularly those who are blind, there are limited options that can enhance their inclusion in a game like Unplugged. While sound cues providing warnings for specific button presses may prove beneficial in other game genres, the rapid pace and musical nature of Unplugged might render this option less usable. A more effective alternative could be a physical input device with haptic feedback. An example is Blind Hero (Yuan & Folmer, 2008), a derivative of Frets on Fire, which introduces a pair of gloves translating visual stimuli into haptic feedback. Although compromises in certain gameplay elements may be necessary, it represents a noteworthy effort toward inclusion.

Figure 9. A blind player playing Blind Hero. From ResearchGate.

A blind player playing Blind Hero

Other individuals with visual impairments who may encounter issues with Unplugged include colorblind individuals and those with low vision. Colorblind players might find it necessary to change the theme used by the visual interface, but their challenges are not directly linked to the absence of a physical device. Similarly, those with low vision do not face challenges directly tied to the lack of a physical device. However, in their cases, they could potentially benefit from physical devices that help them address other issues arising from the VR nature of the game, such as the previously mentioned Canetroller.

Individuals with cognitive and mobility disabilities may encounter challenges in following the visual and auditory cues and pressing buttons in a timely manner, particularly if they lack a physical device that serves as a reference for their hands. Specifically, individuals with cognitive disabilities, including conditions such as autism or attention-related disorders, may find it even more challenging to constantly look at their hands, exacerbating existing difficulties stemming from the use of a VR headset.

Certain games, such as Frets on Fire or Rocksmith, have demonstrated a commitment to inclusivity by offering extensive customization options. This approach has empowered individuals with mobility disorders to create and use custom devices tailored to their specific needs, like the LOLO (Stereo Stickman, 2019), showcasing how adaptability in game design can enhance accessibility for a diverse player base.

Figure 10. The LOLO guitar. From Stereo Stickman.

The LOLO guitar

But what may be a drawback for one population group could serve as a benefit for another. Individuals with physical disabilities can significantly benefit from the elimination of the limitations associated with a physical device. In Unplugged, as it tracks hands based on the calibrated position at the start of each song, players are relieved from the need to adopt a potentially uncomfortable or even painful position.

On a different note, various issues can also impact individuals with no known disabilities, but the majority of these concerns are associated with the use of VR (seizures, vertigo, etc.) and do not have any correlation with the absence of a physical interface, nor would they necessarily benefit from one.

Outro: conclusions

Crafting a custom physical controller is undoubtedly beneficial when it enhances game immersion or empowers players to feel more in control. However, these custom controllers are not exempt from the constraints faced by other input devices. Moreover, due to their rarity, they lack the advantage of “familiarity” that common controllers enjoy, hindering developers from adhering to established industry standards. Therefore, it becomes crucial to carefully consider any usability and accessibility issues that could cast a shadow on an otherwise groundbreaking idea.

As illustrated above, this is no straightforward task. Existing guitar-based rhythm games grapple with numerous challenges concerning the usability, particularly the accessibility, of their visual and physical interfaces. These issues might have proven fatal if not for their factor of novelty. While guitar-based games may not enjoy the same popularity as in years past, any developer aiming to create a new one must navigate the creation of a custom physical interface while learning from the mistakes of the past.

Encore: Beatstar

Developer Space Ape Games (Android, iOS)
Publisher Space Ape Games
Initial release August 31, 2021
Version analyzed Android
Hours played 60+

Figure 11. The Beatstar play and game scenes. From GameRefinery.

The Beatstar play and game scenes

Even as the conclusions are drawn and the curtains close, there’s always time for one more song. With the gaming landscape shifting towards portable devices (Wijman, 2023), it was inevitable for guitar-based rhythm games to venture into the portable and mobile gaming sphere.

Guitar Hero, ever the pioneer, embarked on this journey, debuting Guitar Hero III Mobile in 2007 for BREW, J2ME, Windows Phone, and Blackberry devices, which, at that time, lacked touch screens. Instead, the game was played using the physical keyboard. Not content with this, just a year later, Vicarious Visions released Guitar Hero On Tour for the Nintendo DS. This installment not only made use of the device’s touch-enabled double screen but also introduced a custom peripheral connecting to the GameBoy port that featured the iconic Guitar Hero color-coded buttons simulating guitar frets, emphasizing the immersion highlighted throughout this text.

From then on, history was made, with numerous clones longing for a slice of the Guitar Hero cake. Some succeeded admirably.

Enter Beatstar, an Android rhythm game launched in 2021 that draws inspiration from Guitar Hero and its successors but shifts the focus to the beat rather than the instruments. Accumulating over 10 million downloads on Google’s Play Store alone, with a user score of 4.5 out of 5, Beatstar offers a user interface reminiscent of the examples discussed above. A vertical surface where notes “fall” towards the player, who simply needs to tap them at the right moment. The game includes single notes, long notes, chain multipliers, and even a version of star power.

Yet, Beatstar deviates from the familiar feel of its counterparts. The game was designed under the lens of primality, opting for intuitiveness and primality over the immersion emphasized by its predecessors. It simplifies many Guitar Hero elements, making it playable with just two thumbs. Onscreen, only three “frets” are represented, and there are never more than two notes to be pressed simultaneously.

While space is limited here, Beatstar could easily warrant its own essay, given the myriad issues it grapples with in both usability and accessibility. Much like Unplugged combined challenges from both VR and rhythm games, Beatstar confronts issues arising from the intersection of mobile games and rhythm games.

Bonus track: References

Side A: bibliography

Cutrell, E. (2020, April 7). Bringing virtual reality to people who are blind with an immersive sensory-based system. Microsoft Research Blog. https://www.microsoft.com/en-us/research/blog/bringing-virtual-reality-to-people-who-are-blind-with-an-immersive-sensory-based-system/

Desconsolados. (2021, October 21). [REVIEW] Unplugged | El Guitar Hero de la VR ya está aquí [Video]. YouTube. https://www.youtube.com/watch?v=RnPdEfZTvbY

Folmer, E. (2007, May 17). Designing Usable and Accessible Games with Interaction Design Patterns. Game Developer. https://www.gamedeveloper.com/design/designing-usable-and-accessible-games-with-interaction-design-patterns

Gam3SetGo. (2021, January 20). Rocksmith 2014 Edition – Remastered (PC) | Review en español [Video]. YouTube. https://www.youtube.com/watch?v=NcLutc87r-8

Glinert, E. (2009, August 19). Upping Your Game’s Usability. Game Developer. https://www.gamedeveloper.com/design/upping-your-game-s-usability

Heilemann, F.; Zimmermann, G.; Münster, P. (2021). Accessibility Guidelines for VR Games – A Comparison and Synthesis of a Comprehensive Set. Frontiers in Virtual Reality, vol. 2. https://www.frontiersin.org/articles/10.3389/frvir.2021.697504/full

Schell, J. (2014). The Art of Game Design: A Book of Lenses, Second Edition. A K Peters. https://doi.org/10.1201/b17723

Stereo Stickman. (2019, October 29). The Lolo: An adaptive, table top acoustic/electric guitar for the disabled. Stereo Stickman. https://stereostickman.com/the-lolo-an-adaptive-table-top-acoustic-electric-guitar-for-the-disabled/

Stuart, K. (2019, September 16). Critics of Rock Band and Guitar Hero are out of tune with the real world. Game Theory. https://www.theguardian.com/technology/2009/sep/16/rock-band-game-theory-column

Ugolik, K. (2020, January 29). Virtual Reality Has an Accessibility Problem. Scientific American Blogs. https://blogs.scientificamerican.com/voices/virtual-reality-has-an-accessibility-problem/

UOC. (n.d.). Design Toolkit. http://design-toolkit.recursos.uoc.edu/es/contenidos/contenidos/contenidos.html

Wijman, T. (2023, August 8). New free report: Explore the global games market in 2023. Newzoo. https://newzoo.com/resources/blog/explore-the-global-games-market-in-2023

Yuan, B.; Folmer, E. (2008). Blind Hero: Enabling Guitar Hero for the Visually Impaired. Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2008. https://dl.acm.org/doi/10.1145/1414471.1414503

Side B: ludography

Anotherway. (2021). Unplugged [Oculus Quest]. Vertigo Games.

Beatstar [Android]. (2021). Space Ape Games.

Frets on Fire [Windows]. (2006). Unreal Voodoo.

Neversoft. (2007). Guitar Hero 3: Legends of Rock [PlayStation 3]. Activision.

Rocksmith [Windows]. (2011). Ubisoft.

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PEC 2. Categorización de los elementos de la interfaz en Stray

PEC 2. Categorización de los elementos de la interfaz en Stray
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PEC 2. Categorización de los elementos de la interfaz en Stray

Índice Introdución a Stray Clasificación de la Interfaz Propuestas de interfaz diegética Bibliografía Introducción a Stray Para esta práctica voy a trabajar…
Índice Introdución a Stray Clasificación de la Interfaz Propuestas de interfaz diegética Bibliografía Introducción a Stray Para esta práctica…

Índice

Introducción a Stray

Para esta práctica voy a trabajar con la interfaz de juego Stray [1], desarrollado por el estudio francés BlueTwelve [2] y publicado por Anapurna Interactive [3]. El juego está hecho en el motor Unreal Engine 4 y se lanzó el 19 de junio de 2022 para PlayStation 4, PlayStation 5 y PC, y más tarde, el 10 de agosto de este mismo año, en XBox One y XBox Series X/S. Comentar que recibió muchos premios como juego Indie, entre ellos el del mejor gameplay innovador de 2022 en los Steam Awards [4], y al mejor juego independiente de 2022 en los Game Awards [5].

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Upside down

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Diegetic interfaces in Gravity Rush Introduction User interfaces (UI) play a vital role in software development as they facilitate interaction between the…
Diegetic interfaces in Gravity Rush Introduction User interfaces (UI) play a vital role in software development as they facilitate…

Diegetic interfaces in Gravity Rush

Upside Down - Diegetic interfaces in Gravity Rush

Introduction

User interfaces (UI) play a vital role in software development as they facilitate interaction between the user and the machine. In game development, these interfaces are paramount, as interaction is the primary differentiator between games and other forms of media. Given the audiovisual nature of video games, UI manifests in many forms, extending well beyond the widely recognized HUD. In their master’s thesis, Fagerholt and Lorentzon (2009) introduced a classification system that distinguishes UI elements based on whether they exist within the fictional or spatial game world, and that has since become the industry standard and continues influencing game development.

This essay seeks to address the question of whether diegetic elements, as the pinnacle of immersion, inherently enhance usability and accessibility in games. To that end, the text uses the earlier classification to analyze a game and endeavor to convert non-diegetic elements into diegetic ones.

Before delving into the analysis, it is essential to acknowledge that locating a game featuring a variety of UI types that could benefit from the transition to diegetic elements posed a formidable challenge. Not all game genres, styles, or themes readily accommodate diegetic interfaces. Games emphasizing contextual information, such as RPG and strategy games, or those characterized by fast-paced, chaotic action scenes, often rely on HUDs to prevent visual clutter. Conversely, games prioritizing immersion, such as first-person and third-person games, including VR experiences, tend to reap more benefits from diegetic elements. While a futuristic simulator like WipEout might have seemed the obvious choice due to its typical implementation of diegesis, the final decision was to explore a different path: Gravity Rush.

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Gravity what?

Gravity Rush is an action-adventure game placing players in the shoes of Kat, an amnesiac young girl gifted with the extraordinary power to manipulate gravity, thanks to a mysterious cat. Her journey commences in a city suspended around a colossal pillar, under constant threat from enigmatic creatures known as Nevi, and slowly succumbing to spatial rifts. With the help of newfound allies and others who share her unique abilities, Kat must embark on a quest to save the city while uncovering the secrets of her past.

Figure 1. Kat in the city. From YouTube.

Kat in the City

Beyond the stunning aesthetics of the environments, characters, and comic-like cutscenes, Gravity Rush offers a variety of mechanics that make the experience unique. Players can use motion controls to launch Kat in any direction, allowing her to explore an open-world setting, defy gravity on vertical and upside-down surfaces, and interact with various objects. Kat’s melee abilities complement her gravity powers, making her a mighty warrior. The game also features power-ups, skills, and quests to enhance gameplay.

Figure 2. Kat flying. From Mediavida.

Kat flying

Developed by Team Gravity, a division of Japan Studio, and initially published by Sony Computer Entertainment for the PlayStation Vita in 2012, Gravity Rush received a remastered version for the PlayStation 4 in 2015, which serves as the basis for this analysis.

To be or not to be (diegetic)

As mentioned in the introduction, this essay aims to assess the feasibility of incorporating diegetic elements into the game’s user interface, guided by Fagerholt and Lorentzon’s (2009) interface classification. The text will specifically examine the UI elements within the active game screen to narrow the focus.

Figure 3. A screen showing the non-diegetic elements of the UI, including a progress indicator and a timer.

A screen showing the non-diegetic elements of the UI, including a progress indicator and a timer.

The game’s most traditional UI, the non-diegetic type (non-fictional and non-spatial), features a minimalistic HUD primarily containing health and energy bars, along with an aesthetic ornament positioned in the top left corner. The HUD also displays subtitles during in-game dialogues at the bottom of the screen, and new mission objectives are announced in the center. Some quests incorporate a progress indicator, a timer, or both in the top-right corner.

Figure 4. A screen showing the spatial elements of the UI, including a quest starting point and the destination marker.

A screen showing the spatial elements of the UI, including a quest starting point and the destination marker.

The spatial type (non-fictional and spatial) plays a prominent role in the game. Quest destination markers, interactable items, NPCs, and enemy targets are all visible within the game world but remain external to the game’s fiction, meaning they are only visible to the player and not to Kat. Additionally, points of interest, like manhole-based fast travel locations and quests initiated independently of NPCs, are displayed in the spatial realm with colorful, visible indicators.

Conversely, the game employs relatively few meta-type elements (fictional and non-spatial). One example is the onscreen wind effect, visible when launching Kat in any direction to convey a sense of speed. However, it is arguable that this element falls within the diegetic space, as it is likely something Kat would also perceive when (gravity-)rushing.

Figure 5. A screen showing the meta elements of the UI, including the wind gush that appears when gravity-rushing.

A screen showing the meta elements of the UI, including the wind gush that appears when gravity-rushing.

As for the diegetic type (fictional and spatial), the game presents relatively few notable elements, leaving room for potential additions. Some aspects mentioned earlier, such as the wind effect during high-speed flight, blur the lines between spatial and diegetic elements. For instance, enemy targets, while marked by spatial indicators, also possess diegetic features, as they are represented by prominent, bright spheres indicating weak spots. Additionally, the gravity storms enveloping the city in all directions, including the abyss at the pillar’s base, serve as a diegetic element, providing an in-game explanation for the game’s level boundaries within its fictional world.

Considering these elements, the following sections will explore opportunities for enhancement by converting certain existing non-diegetic, meta, or spatial elements into diegetic ones. These proposals will be illustrated using Folmer’s (2007) interaction design patterns.

Diegetic proposals 1 & 2: My Life for a Cape / Rainbow Skin

Problem The health and energy bars are too far from the action.

  • Usability: Players may reach the game-over screen if they become overly engrossed in the action and fail to check the indicators.
  • Accessibility: Players with cognitive or hearing disabilities may encounter difficulties accessing this information.
Context Minimalistic or HUD-less interfaces tend to minimize elements outside the spatial world to help players maintain focus on the action. Overlooking critical information or losing the game because of HUD distractions can lead to frustration.
Forces
  • Players want to remain immersed in the action.
  • Players desire consistent onscreen access to character information.
There are a two possible solutions:

  • For the health bar, a viable diegetic solution would involve using Kat’s cape (or another visible garment) as a health indicator. The shorter the cape, the lower the remaining health.
  • For the energy bar, a potential diegetic solution would be to modify Kat’s skin glow when entering gravity mode. It could dim as energy is consumed or feature varying colors based on the remaining energy percentage.
Why Utilizing Kat’s physical attributes or visible equipment can preserve onscreen character information while minimizing distractions from the action. This is especially important for players with hearing disabilities who rely less on auditory cues. Additionally, like most diegetic UI elements, this enhances the game’s aesthetic dimension.
Examples Numerous games implement diegetic UI elements that utilize character attributes or clothing to convey information. Notable examples include Mario’s size changes and the main character in “Ghouls ‘n Ghosts” losing armor upon getting hit. A similar approach can be observed in “Alto’s Adventure,” where the character’s scarf length represents the amount of energy.

Figure 6. A long scarf in Alto’s Adventure. From HG101.
A long scarf in Alto’s Adventure

Diegetic proposal 3: Not-so-human markers

Problem Quest starting markers are light indicators unrelated to the story.

  • Usability: Players may exit the flow status due to the introduction of unexplained, non-fictional references.
  • Accessibility: Players with cognitive disabilities may encounter challenges recalling or recognizing elements from the game world.
Context In most narrative-driven games, quests are typically initiated by NPCs or elements connected to the story. Failing to maintain consistency in this regard may lead to reduced immersion.
Forces
  • Players aim to sustain continuous immersion in the game’s fictional world.
  • Players seek clear points of interest designation.
Solution The solution is straightforward: employ NPCs or other story-related elements as the starting points for all quests, including time-attack missions.
Why Maintaining consistency is crucial, not only concerning mechanics but also within the game’s fictional world. This approach sustains player immersion and assists users with cognitive disabilities in recognizing game elements.
Examples Notably, the game’s sequel features NPCs as quest starting points, demonstrating the feasibility of this approach.

Figure 6. A NPC-started quest from Gravity Rush 2. From Gravity Rush Wiki.
A NPC-started quest from Gravity Rush 2

Diegetic proposal 4: Jet Set Gravity

Problem Announcements appear in the center of the screen.

  • Usability: Players may miss crucial information as messages obstruct the action.
  • Accessibility: Players with cognitive disabilities or low vision may face difficulties focusing on the action.
Context Traditional game announcements often intrude on the HUD, containing loading messages, location names, and current events. These messages typically convey vital information that developers want players to receive, so they occupy the screen area where the action unfolds and are notably prominent.
Forces
  • Players strive to maintain uninterrupted immersion in the game’s fictional world.
  • Players aim to avoid missing significant information.
Solution One potential solution involves integrating these messages into the game’s narrative, centering the action on them when displayed. This can be achieved by incorporating messages into the city’s environment, resembling ghostly memories only visible to Kat or provided by Gade. Alternatively, they could be introduced as graffiti, particularly when visiting a location and the UI announces its name.
Why Incorporating important announcements into the game’s fictional world and storyline by displaying them within the environment prevents players from losing focus on the action and enhances the game’s aesthetic dimension.
Examples Many games integrate significant announcements into their fictional world, addressing them to the character (and indirectly to the player). For instance, “Abe’s Oddysee” featured announcements on monitors scattered throughout the game’s fictional world, although directed at the player, not Abe. In a more recent example, “Deathloop” includes messages on the walls as mementos from previous iterations of the loop aimed at the main character.

Figure 7. A monitor showing information for the player in Abe’s Oddysee. From YouTube.
A monitor showing information for the player in Abe’s Oddysee

Conclusions

Not all games incorporate diegetic elements into their UI despite their substantial contributions to immersion and player engagement. The mere fact that diegetic elements enhance the aesthetic dimension should incentivize developers to include them, particularly when they can enhance usability and accessibility.

Nevertheless, it is crucial to avoid adding diegetic elements simply for the sake of having them, as their suitability varies across genres, styles, and themes. Integrating diegetic elements into a minimalistic UI in a game prioritizing immersion is a favorable choice. However, in games where users require quick access to abundant information, cluttering the spatial realm with diegetic elements may prove counterproductive.

References

Andres, M. (2010, February 23). Game UI Discoveries: What Players Want. Game Developer. https://www.gamedeveloper.com/design/game-ui-discoveries-what-players-want

Burnett, J. (2021, December 5). 7 Obvious Beginner Mistakes in your Video Game HUD. The Wingless. https://thewingless.com/index.php/2021/05/12/7-obvious-beginner-mistakes-in-your-video-games-hud-from-a-ui-ux-art-director/

F. J. (2019, March 7). What Are Your UI Choices. Medium. https://medium.com/@gfruity/what-are-your-ui-choices-834ea7d937c

Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD – User Interfaces for Increased Player Immersion in FPS Games [Master Thesis, Chalmers University of Technology]. https://odr.chalmers.se/items/d5fe6889-4cc6-49c2-ba56-0d759e2f37eb

Gravity Rush. (n.d.). Game UI Database. https://www.gameuidatabase.com/gameData.php?id=103

Naro, G. (2018, August 1). Diegesis and designing for immersion. Game Developer. https://www.gamedeveloper.com/design/diegesis-and-designing-for-immersion

Noor, A. (n.d.). AAA HUD Design Best Practices: From Health Bars to Quest Logs. Abdirizak Noor Website. https://www.iabdi.com/designblog/2022/6/1/nier-automata-chips

Representation of UI. (2019, April 24). Game UX Master Guide. https://gameuxmasterguide.com/2019-04-24-UI_Representation/

Stonehouse, A. (2014, February 27). User interface design in video games. Game Developer. https://www.gamedeveloper.com/design/user-interface-design-in-video-games

Turunen, J. J. (2017). The good, the bad and the unpleasant – A study of graphical user interfaces in video games [Master Thesis, Tampere University]. https://trepo.tuni.fi/handle/123456789/24564

UOC. (n.d.). Design Toolkithttp://design-toolkit.recursos.uoc.edu/es/

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Analyzing Usability and Accessibility in CLI Games Through Nethack Introduction Nowadays, there is little to no discussion about the significance of considering…
Analyzing Usability and Accessibility in CLI Games Through Nethack Introduction Nowadays, there is little to no discussion about the…

Analyzing Usability and Accessibility in CLI Games Through Nethack

NetHack logo

Introduction

Nowadays, there is little to no discussion about the significance of considering usability and accessibility from the very inception of game development. Over the last two decades, various industry stakeholders have produced extensive literature and guidelines on these topics. However, this has not always been the case, particularly concerning accessibility.

Command-line games deserve special mention among countless older titles with identifiable user experience issues, mainly because they have always occupied a niche often overlooked by scholars despite some maintaining their popularity.

The purpose of this essay is to specifically contrast the prevailing discussions on usability and accessibility in mainstream gaming with the unique characteristics of command-line interface games, with a particular focus on the UI of the classic CLI roguelike NetHack.

That said, “Graphicless” may not sound like the best name for this text because Nethack and other CLI games have graphical interfaces where ASCII characters represent game objects. However, since interpreting these hotchpotch is often a task for the imagination, comparing them to traditional graphical interfaces does not seem appropriate.

PDF version

About the game

NetHack is a single-player roguelike released in 1987 and maintained by the NetHack DevTeam. It is a fork of “Hack,” released in 1982 and inspired by “Rogue” from 1980, the game that coined the genre. Developed primarily for the command line, NetHack has official and unofficial graphical clients available, but the vanilla edition uses ASCII art exclusively for visual representation. The analysis is based on version 3.6.6 of this edition.

NetHack immerses players in the role of a hero, offering diverse races and classes. The goal is to find the Amulet of Yendor, which grants immortality, within the Mazes of Menace. The game incorporates the typical elements of roguelikes and RPGs, including foes, quests, equipment, inventory management, shops, and NPCs. Nevertheless, what truly sets it apart is the depth that can only be achieved through almost four decades of relentless development.

NetHack was chosen as the starting point for the text not only because of its evident usability and accessibility issues when compared to modern standards but also because it presents a golden opportunity to create new research paths due to the scarcity of literature on CLI games.

Usability and accessibility issues

It comes as no surprise that Nethack has a considerable barrier to entry. The official Wiki describes it as “hard,” “unforgiving,” and “deep” (NetHack Wiki, 2023), and it rejoices on the idea of players dying quickly and often, having to consult external help sources, and even diving into the very source code of the game. However, difficulty and information overload are just the tip of the iceberg for why people opt not to keep playing (or even start playing at all).

Due to its nature, NetHack inherits many usability and accessibility issues from both the roguelike genre and CLI games. On top of that, it also contains some quirks (affectionately known by the community as “nethackisms”) that do not necessarily follow the guidelines for creating usable and accessible games.

Figure 1. The NetHack game screen

The NetHack game screen

Following Glinert’s dimensions of usability (2009), it is evident even before starting to play that aesthetics, namely “the most important dimension for video games,” is probably the realm with the most significant number of shortcomings regarding both usability and accessibility. Despite having a dedicated fanbase, ASCII art presents substantial challenges, especially for people with disabilities, due to its incompatibility with screen readers. Therewithal, the use of ASCII characters to represent the game world and objects (Figure 1) hinders users from benefiting from the visual cues provided by more familiar representations, thus creating a high emphasis on recall rather than recognition. As if more was needed, in the case of NetHack, many of the forms do not follow their intended function. How can a player recognize a stair going down if it is symbolized by the “>” character?

That brings us to the next dimension: learnability. Starting a game of NetHack for the first time is rough, and the game has no intention of helping. Not in-game, at least. Beyond the character creation wizard, which is more or less intuitive, there is no tutorial, description of the controls, or guidance on what to do next. There are no apparent visual indicators besides arbitrary ASCII characters and a status bar with the player name and stats. Even if a player can guess how to perform actions, the sheer number of available options, hidden menus, and the lack of adequate feedback (like a total absence of sound) or cues for critical irreversible actions contribute to a steep difficulty curve and a potentially frustrating experience. The game expects players to rely on external resources, like the official Wiki, as a permanent reference. This reliance results in a considerable cognitive load, which does not bode well for usability or accessibility.

The next dimension, simplicity, is closely intertwined with the previous one. NetHack not only lacks an in-game, readily accessible list of controls, but the controls also deviate significantly from industry standards for character movement, actions, and system options, displaying a lack of consistency compared to other games in the genre and increasing the required cognitive load.

As bleak as it may sound up to this point, there is a glimmer of hope in the darkness. Besides some of the other editions of the game addressing many of these issues (Figure 2), the base game offers a significant number of customization options that allow changing almost anything, from remapping the controls to assigning user sound cues to specific patterns, as well as providing automation options, which goes in favor of the last dimension, efficiency. However, there is a catch: these options require editing system files and using more complex artifacts, like variables and their values, making them primarily accessible to advanced users.

Figure 2. The Vulture graphical client. From Vulture, 2007, NetHack Wiki. (https://nethackwiki.com/wiki/Vulture)

The Vulture graphical client

Given that many of the issues discussed earlier result from deliberate design choices, it would be presumptuous to suggest that they must be completely resolved. However, there are specific instances where improvements can be made without fundamentally altering the game’s essence. The following sections will address three cases using Folmer’s interaction design patterns (2007).

Proposal 1: what’s important

Problem The game has much information that can be challenging to find.

  • Usability: Players are expected to recall and identify all on-screen elements.
  • Accessibility: Players with cognitive disabilities may have issues recalling or recognizing elements from the game world.
Context Old-school roguelikes, especially those with a long-lasting presence, often require a wealth of knowledge. However, due to the limitations of older systems, conveying this information on-screen was challenging, frequently resulting in complex and convoluted menu interfaces or a reliance on external resources.
Forces · The original design intends for players to use exploration actions (such as #look or #glance) to gather information.

  • Players prefer having all the information on-screen and want to rely on something other than external resources.
Solution There are a few possible solutions for some of the immediate problems resulting from not having all the information on-screen:

  • (Always) Describe the rooms on entering.
  • (Always) List the available actions when standing over or near an interactable object.
  • (On-demand) List the pickable items around of the player.
Why Providing information on-screen would reduce the cognitive load, soothing the usability and accessibility needs of the player and contributing to higher learnability. In the case of expert players, it would also contribute to better efficiency since they could save some steps (like looking around) in their routines.
Examples Many adventure games contemporary to NetHack offer room descriptions on entry and listing available actions near interactable objects. In the case of the on-demand list of pickable items, Diablo III (Blizzard, 2012) highlights and labels all items on the ground for easier recognition when pushing the TAB key (Figure 4).

Figure 3. Diablo III item highlighting. Where Diablo 3 is Missing Out, 2012, Ray Mazza’s Website. (https://www.raymazza.com/post/where-diablo-3-is-missing-out)

Diablo III item highlighting

Proposal 2: better feedback

Problem Not all key presses result in feedback. The base game has no sound at all. For example, walking toward a wall does nothing.

  • Usability: Players can think they are doing something wrong or the game is not working correctly.
  • Accessibility: Players with visual disabilities may have issues interpreting the game world.
Context When players press a key, they anticipate receiving feedback, whether it is the avatar moving or a response from the UI element. Unreachable areas, non-interactable objects, and unresponsive NPCs can swiftly lead to frustration if the player is not given feedback when interacting with them.
Forces · Players expect feedback for any pressed key.
Solution The solution would be adding visual and sound feedback to all the actions that do not have it, especially the restrictive ones that can ruin the experience for players with disabilities.
Why Adding the missing feedback would not only favor players with visual disabilities, but it would also contribute to increasing clarity and even efficiency since most automation systems rely on feedback.
Examples Most modern games offer solutions to the particular case of unreachable areas by using a line of dialogue from the character or other diegetic solutions, such as the gush of wind that impedes the character from leaving the game area in Hollow Knight (Team Cherry, 2017).

Considering the current limitations of NetHack, a more realistic example would be a contemporary game like Savage Island (Adventure International, 1980), which prints the message “I can’t go that way” when trying to move to an unreachable position.

Figure 4. Trying to move to unreachable positions in Savage Island. Adventure 10: Savage Island 1 , 2005, ZXArt. (https://zxart.ee/spa/software/game/adventure-10-savage-island-1/)
Trying to move to unreachable positions in Savage Island

Proposal 3: remapping controls

Problem Many actions need to be performed with different keys from the industry standards.

  • Usability: Players may have issues remembering the keys assigned to each action.
  • Accessibility: Players with physical or cognitive disabilities may have issues using the assigned keys or even the keyboard itself.
Context Roguelikes and complex games in general (like simulators) usually have many actions assigned to multiple keys on the keyboard. Furthermore, most classic roguelikes, especially Nethack, due to its “nethackisms” and other factors (such as the keyboard distribution of the computer where it was developed), use distributions inconsistent with the industry standards.
Forces · Players are used to particular control schemas.

  • Players want simple control schemas and prefer avoiding memorizing a significant list.
Solution There are two possible solutions:

  • Providing an easy way to remap controls in-game.
  • Providing action groups to minimize the number of keys in use.
Why Remapping the controls is necessary for people with cognitive or physical disabilities since they probably use custom, accessible controllers. Besides, it contributes to both the efficiency and the clarity dimensions.
Examples Most games nowadays allow customizing the control schema through their options menu. Also, games like Final Fantasy XIV: A Realm Reborn (Square-Enix, 2010) allow grouping actions in submenus to reduce the number of keys to remember.

Figure 5. Assigning player actions to the action bar in Final Fantasy XIV. Using Player Actions, Step by Step, s.f., Square-Enix. (https://na.finalfantasyxiv.com/uiguide/know/know-action/action_how_to.html)

Assigning player actions to the action bar in Final Fantasy XIV

Conclusions

NetHack’s affiliation with the past becomes even more apparent when looking at how poorly it has adapted to current guidelines on usability and accessibility. Critiquing such a relic by modern standards may seem unjust, especially when we acknowledge that part of its charm lies in those oddities that might not align with contemporary gaming norms.

However, if NetHack plans to stay awhile (and it does), it would benefit from listening to the voices that have emerged over time and appealing to a whole new audience. As demonstrated earlier, this can be accomplished without compromising the uniqueness that has endeared it as a beloved classic with a still alive, thriving community.

Figure 6. The game over screen in NetHack.

The game over screen in NetHack

References

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PEC 1. Análisis de Usabilidad y Accesibilidad en Save Oceans

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PEC 1. Análisis de Usabilidad y Accesibilidad en Save Oceans

Índice Introdución a Save Oceans Análisis de usabilidad y accesibilidad Mis tres propuestas de mejora Bibliografía Introducción a Save Oceans El título…
Índice Introdución a Save Oceans Análisis de usabilidad y accesibilidad Mis tres propuestas de mejora Bibliografía Introducción a Save…

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Introducción a Save Oceans

El título sobre el que voy a trabajar en esta PEC es Save Oceans [1], un minijuego disponible para GNU/Linux, Windows y macOS en Itch.io que desarrollé en una semana en febrero de 2021 para la game jam de DOME [2] de ese mismo año. DOME [3] es un framework de desarrollo de videojuegos creado por Aviv Beeri pensado principalmente para la programación de videojuegos 2D. El framework está escrito en C, pero, en cambio, el código del juego se escribe en el lenguaje de programación Wren [4], creado por el desarrollador de lenguajes Bob Nystrom, autor de los libros “Game Programming Patterns” [5] y “Crafting Interpreters” [6] e ingeniero del lenguaje Dart en Google.
(més…)

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Hola! Aquesta publicació s’ha generat automàticament a l’Àgora. Et trobes a l’Àgora de l’assignatura. En aquest espai es recolliran totes les publicacions…
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