Rui Craveirinha (@MetaVideoGame) header
Rui Craveirinha (@MetaVideoGame) profile picture

Head of Research Craft at Player Research Former Games HCI Professor and Critic for IGN Portugal (He/Him)

Brighton
Joined May 2013
Wanna breakdown your game's barriers and become an A11y champion? The accessibility champions @PlayerResearch are sponsoring a Games A11y gathering during Brighton Develop. July 10th hosted by @unity! Come get your UX and A11y secrets, with a free cuppa. Link in comments
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Wanna hear all the secret @PlayerResearch rezza magic? I'll answer all your game design, UX, and research questions. I'll even buy you a cuppa! Meet me at the @developconf in Brighton! Dms open to organise chats.
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Amazing Nintendo-direct! Long awaited re-releases (Fantasian, DQIII) and rebastareds (what have they done with ma baby DK?)! Cool indies! Creepy Hobbits! A new Zelda: Link's Awa... no, Zelda's Awakening! BLOODY METROID PRIME 4! And it looks mostly* METROID PRIMEY!!!
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The past month shows why the medium is simultaneously at the best and worst it's ever been. The best cause there's an avalanche of masterpieces being released (too many to cite here) The worst cause the excessive compression of releases is beyond any mortal's schedule and wallet
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Replying to @kezamacdonald
Great list! Solid and eclectic. I'd personally add Indika and 1000xResist and it'd be...
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Superb Microsoft presentation. The full fat E3 buffet: stylish trailers, a diverse range of genres, and tentpole experience after tentpole experience. An embarrassment of riches (and no free2play GaaS bs too...) Flawless victory?
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Designers chose constraints as that empowered their cinematic/immersive vision. This approach doesn't work in other genres and games, I fear. If you enjoyed this UX analysis, know this is what we do @PlayerResearch - run Expert Analyses, usability playtests and much much more ;)
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These are great practices that allow Senua to look and play different But at a cost: the game has to be mechanically linear/simple, ape genre conventions, and use a non-contemporary fictional background (dark fantasy, psychological drama) to justify its elegant UX. BUT 14/15
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When the game needs to teach you something new – how to use focus to slow down time, figure out puzzles, how to react to attacks – it uses dialogue from the Furies. "Focus!" "Dodge!" "Kill!" Voices work as both thematic devices and hint system. 13/15
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BUT even if you dive headlong into an attack and die... when Senua falls to the ground, you have one last chance for recovering from near death (with most HP?) And even if you do die, you recover from a nearby checkpoint. Thus, learning to play never feels penalising. 12/15
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RB to block is a minor issue–almost all games use left-shoulder buttons, likely due to dominant lateralization (we gen prefer strong actions w/right side of body, e.g. hand dominancy, how warriors equip sword and shield) Expect to sprint into attacks now and then😩 BUT 11/15
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'A' for dodging not common today but was used back in ps2 days (usually jump + dodge) 'B' for interaction also relatively uncommon, but only needed in slowpace exploration – when players have time and mindspace to recall it. Both mappings also in GoW: Ragk! so not bad 10/15
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... the game (mostly) leverages genre conventions so players aren't burdened to learn/memorise new controls X ('□') Fast and Y ('△') Heavy Attacks are a PS2 action staple, a la old GoW LT to focus is akin to Zoom/ADS in most shooters LB sprint recalls Last of Us 9/15
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There's a few concessions to playability. 1 is The game shows off its controls before it begins. While unideal (for both 'immersion' and 'usability'), this helps make sure players can have a sense of controls in the game. It's aided by the fact that... 8/15
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