dimanche 25 octobre 2020
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mardi 20 octobre 2020
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jeudi 1 octobre 2020
re: please send me the Facebook traffic offer
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samedi 26 septembre 2020
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mardi 22 septembre 2020
Three Gaming Interfaces To Pay Attention To
DEAD SPACE (PS3)
In the horror-fiction game Dead Space, the interface is something to pay special attention to. The character's (Isaac Clarke) main statuses are disposed in a very strategic way: the life meter is located on his back in the shape of a spinal light, the weapon ammunition is showed as a small number when you aim the gun and, finally, the game has an interesting resource that is a luminous laser to help you easily locate the way the character must go (and it saves time in the complex scenario maze).

HERO (Atari)
This one is a relic from the beginning of the video-gaming era. HERO is an interesting case of user experience (UX) and interface with very limited constrols. Atari's joystick has only one button and one directional stick; with only two resources, HERO's designers implemented a wide range of possibilities: when you press the red button in the joystick the character uses its laser vision to kill enemies; by pressing down the control stick the character launches a dynamite do open walls and, finally, when you hold the control stick up the character flies using a jetpack. A very rich interface and UX created using minimal resources.
Entwined (PS4)
One of my favorite indie games Entwined is a great case of interface and usability. All the gameplay is based on how you can manage the two control sticks from PlayStation's joystick. During the whole experience, you must control the two mystic entities by only using circular movements; the user experience is focused on coordinating two different positions simultaneously (a challenge to your dexterity). Entwined is an incredibly created game, using only circular movements in two control sticks, a master class of game design.
On the three cases related in the post, we can clearly see the ideas of how games must strategically use concepts from the user experience field. To finish this conversation I want to share some content from the site nForm about this subject:
"The user experience is not one simple action – it is an interconnected cycle of attempting to satisfy hopes, dreams, needs and desires. This takes the shape of individuals comparing their expectations to the outcomes generated by their interaction with a system. Managing expectations then becomes key to successfully providing a satisfying "return on experience" that delights users and generates shared, sustainable value".
#GoGamers
lundi 21 septembre 2020
An Apology And A Heads Up.
I was killing time yesterday, checking my blog reading list and so on, when it occurred to me that it had been ages since I had last been notified of a blog comment that needed approval. These are comments that have either been tagged as potential Spam by the system or were made more than three days after a post was published.
It took a minute to sort out the new version comment approval tab and figure out why I hadn't received, or at least seen, any notices. To my dismay, in addition to several dozen Spam comments, there were about two dozen actual comments, some as old as July. Ooops! So, I went through, approving and replying. All caught up now.
I have now made a note to myself to check the list daily and I apologise to all those who left a comment on a page or an older post and did not get answered or at least published.
Over the last few days, preparations for the approach of another Hurricane have taken precedence over other activities so there is not much to post about. These days, power outages seem to be the inevitable result of having a Hurricane or even a Post Tropical storm blow through so if I disappear for a few days, fear not, all the hatches are battened and we will be hunkered down, snacking and reading, maybe even playing a game, until the power is restored.
Frost warning for the morning, tropical storm warning for the afternoon. Ohhhkay. See you on the other side.
mercredi 16 septembre 2020
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