GUR presentation @ SxSW

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A presentation I gave @ SxSW.... Just for demo purposes.

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GUR presentation @ SxSW

  1. 1. <ul><li>Jason Schklar </li></ul><ul><li>Founder, Initial Experience Consulting </li></ul><ul><li>Game & User Experience Consultant </li></ul>Guerrilla Band: The role of Serendipity and Community in Games User-testing 03/31/10 Funologists Live & In Person: Guerilla Game Research
  2. 2. <ul><li>User-testing, producering, editing, design directing... </li></ul>What kinds of “funology” work do I do? 03/31/10 Funologists Live & In Person: Guerilla Game Research
  3. 3. <ul><li>Ensure the core mechanic is usable, playable and fun. Then work backwards to create an approachable and enjoyable first 5, 15, 60 minutes and beyond. </li></ul>My specific focus is: Initial Experience 03/31/10 Funologists Live & In Person: Guerilla Game Research
  4. 4. <ul><li>The goal: Make flight combat fun for Action Adventure gamers. </li></ul>Big Budget, Big Team, Big Expectations... 03/31/10 Funologists Live & In Person: Guerilla Game Research
  5. 5. <ul><li>When we actually put Action Adventure gamers in the cockpit, they had very different ideas about how planes are meant to be flown. </li></ul>And, not surprisingly, Big Problems... 03/31/10 Funologists Live & In Person: Guerilla Game Research
  6. 6. <ul><li>State of the art equipment, expensive studies, and lots of boring reports... </li></ul><ul><li>Reports that fell on deaf ears. </li></ul>So, of course we tried Big Solutions 03/31/10 Funologists Live & In Person: Guerilla Game Research
  7. 7. Serendipity: Hard Work + Luck <ul><li>Players crashed constantly. </li></ul><ul><li>Players were unable to aim effectively. </li></ul><ul><li>Why? The game expected subtlety. Action Adventure gamers are not subtle. </li></ul><ul><li>The usual boring report findings </li></ul><ul><li>The sound of one stick tapping... </li></ul>03/31/10 Funologists Live & In Person: Guerilla Game Research <ul><li>Notice the headsets... </li></ul>
  8. 8. <ul><li>&quot;The guerrilla band is ... the fighting vanguard of the people. It draws its great force from the mass of the people themselves. &quot; </li></ul>Ché on Guerrilla Bands 03/31/10 Funologists Live & In Person: Guerilla Game Research
  9. 9. Community: Forming the Guerrilla Band <ul><li>Lone Revolutionary </li></ul><ul><li>The User-testing Irregulars </li></ul>03/31/10 Funologists Live & In Person: Guerilla Game Research
  10. 10. What this “Guerrilla Band” did... <ul><li>Core Flight Mechanics: RITE Usability </li></ul><ul><li>Initial Experience: Collaborative Design </li></ul><ul><li>Balance & Polish Content: Daily Strike Team Review </li></ul><ul><li>Metacritic: 88% </li></ul><ul><li>AIAS Action Adventure GotY (2003) </li></ul><ul><li>~1M lifetime sales </li></ul><ul><li>Commando “strike” teams </li></ul><ul><li>Results </li></ul>03/31/10 Funologists Live & In Person: Guerilla Game Research
  11. 11. Recap: What is funology? <ul><li>Someone who keeps game developers from covering their eyes when the freight train of player experience collides with the soft, fluffy tailed bunny of design vision and implementation. </li></ul><ul><li>Convey useful observations in a way that encourages additional iteration. </li></ul><ul><li>Involve the team in communal user-testing. </li></ul><ul><li>Take advantage of the occasional lucky break. </li></ul><ul><li>Talkin’ about my definition... </li></ul><ul><li>What successful funologists do: </li></ul>03/31/10 Funologists Live & In Person: Guerilla Game Research

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