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R P G A M E R . C O M   -   E D I T O R I A L S

Usability in RPGs: A Top Ten List
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Daniel Orner
FAN EDITORIALIST



Usability is a buzzword generally used for plain-Jane software applications. In human-speak, it means how easy something is to use, and how well it does its job. It hasn't often been applied to games (although, amusingly, I have seen a couple of academic papers in prestigious conferences about it), but it's high time it is. We gamers are growing older, have less free time and more responsibilities, and simply do not have the kind of flexibility we once did. Usability is something game companies should be far more involved in than they are.

To that end, I'm going to present my top ten features which I think should, or should not, be in RPGs. As an aside, to present my dubious credentials, I'm just about finished an M.Sc. in Computer Science with a focus on usability, so while I'm not necessarily any better equipped to talk about it, I have perhaps been thinking about it more than average folks.

1. Include a pause button. This seems like a laughably simple idea - and yet the number of recent RPGs which don't adhere to it is astounding. Even those that do provide some sort of pause button only do so at certain times - for example, not during cutscenes (Dragon Quest VIII), or not during battle (Xenosaga Episodes I and II). In fact, the only almost-perfect example I can really think of, ironically, is a series geared towards younger players: Kingdom Hearts. However, even that doesn't go far enough, because during the FMV sequences, pause is again disabled. There's absolutely no reason that FMVs shouldn't be pausable. I don't want to have to choose between missing an important phone call and missing valuable scenes which I worked damn hard to get to and can't get back to without losing half an hour of game time.

2. Have frequent save points. This is just as bad as not pausing: forcing me to sit down for an hour straight without allowing me to save. As I've rambled about time and again, and as has been mentioned recently in these pages, there's a simple solution to frequent saving that does not impact game difficulty at all - I call it a "quick delete save." You can save wherever and whenever you want (within reasonable limits) but as soon as you load it, it deletes itself. You're essentially "hibernating" to start up later (similar to what happens in laptops - the contents of memory are saved to hard disk). I've seen exactly two console games that implement this: Shadow of Destiny, which isn't really an RPG, and Breath of Fire: Dragon Quarter. People: get on this bandwagon NOW. I don't always have an hour, or even half an hour, to kill. If the choice is between playing for that long and not playing, your game is going to go hungry.

3. Allow us to skip scenes. The good way to do this is Xenosaga/FFX-2, where we pause the scene and then can cancel it. The bad way to do this? Star Ocean 3, which demanded that we decide whether or not to skip a scene before it actually happened and hence before we could really figure out what scene we're skipping. The worst way? All those games which don't let us skip at all. And here's a hint: Plain old non-voiced dialogue is also a scene, and takes just as long, if not longer, than voiced ones. And a pet peeve for Xenosaga Episode II: If you let us save after the ending, and indeed you sort of depend on us fighting the final boss over and over again for money, let us skip the ending too, yes?

4. Don't inundate us with splash screens. Recent (i.e. post-SNES) games have insisted on showing us the logo of every single company that had anything to do with the game before it lets us load. Guys - enough. I've seen it already. There's no reason I should have to sit through it every time I start up. The most egregious violater of this is (oddly, considering its other good points) Kingdom Hearts; I measured a full minute from the time I started up the console until I could actually move around my character. That's just nuts.

5. Allow button customization. If you insist on using strange controls (i.e. ones that don't conform to the now-standard Final Fantasy VIII setup) or have non-standard functionality, you'd better include some way to customize the buttons. Dragon Quest VIII was the worst in recent memory for this, since its "menu" button took the place where "cancel" usually goes - and "menu" often doubled as "accept." Bad idea.

6. Use menu shortcuts. In RPGs, we will spend hours tinkering around menus. Do us a favor and give us some shortcuts to move around. There are no less than eight standard buttons on the PS2 controller (not counting L3, R3, Start, and Select) but generally only three or four are used. Let R1/L1 switch characters and R2/L2 scroll through lists. Let Square cycle between submenus, Triangle de-equip something, and Select pull up more info on a selection. These are simple additions which can save tons of time and frustration. Kudos to Final Fantasy Tactics and Vagrant Story for doing a superb job in these areas.

7. Lean off the randomness. I know, RPGs have always loved random stuff. But as a gamer, I abhor it. Particularly loathsome is what's evilly known as "random drops." If you really want me to fight ten slimes to get an item, here's an idea: have a counter, and when I've fought ten slimes, drop the item. If you give me a 1 in 10 chance of getting it, guess what? Statistically, every time I fight a slime I will have a 1 in 10 chance of getting it. Those chances do not get better. Give us a bit of slack, will you? That also goes for forcing us to run around an area hoping to run into a particular enemy - at the least, have individual points in the area only be populated by one type of enemy.

8. Voices. Let us pick voice, subtitle, or both. Don't stick us with subtitles if we don't like them, and don't remove subtitles completely either (we can't read lips when they don't line up with the speech). Let us decide whether voices are on during battle or not. Honestly, sometimes we just get sick of it, especially if your voice actors aren't as good as you think they are.

9. Teleportation. Modern RPGs are really great at scattering side quests throughout places we've already been. If so, give us some sort of way to quickly get back there. Most recent RPGs are pretty good at this, but not always are they quite good enough, especially when (as in DQ8) load times are atrocious and they drop you just outside where you want to go.

10. Random battles. If you will insist on random battles (and I'll admit that they're not quite as awful as random drops), give us some way to stop them when we're visiting earlier places and lower-level enemies. There are several good ways to do this, ranging from Earthbound's "win without fighting" to Wild ARMs' Booster Kits to Dragon Quest VIII's Holy Water to flat-out stopping all random battles like in FFX. But make an effort!

Well, that's my rantage for the moment. Some of these things (in particular numbers 1, 2, and 5) can and probably should be built right into the console: a dedicated pause button, a way to independently redefine buttons, and instantly saving state as soon as the console is turned off are fairly easy to pull off and can take a lot of the pressure off gaming companies to deal with it themselves all the time. But as for gaming companies, the most important thing to remember is that we're people too, gaming is a hobby, not a necessity, and we need a bit of help in getting our fun time to remain useful and usable.




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