Video games are often overlooked in the scope of usability testing simply because, in a broad sense, their raison d?etre is so different than that of a typical functional interface: fun, engagement, and immersion, rather than usability and efficiency. Players are supposed to get a feeling of satisfaction and control from the interface itself, and in that sense, interaction is both a means and an end. The novelty and whimsy of the design occasionally comes at the expense of usability, which isn?t always a bad thing?that said, video games still have interfaces in their own right, and designing one that is easy to-use and intuitive is critical for players to enjoy the game.
Consider how video games are currently researched: market research-based focus groups and surveys dominate the landscape, measuring opinion and taste in a controlled lab environment, and largely ignoring players? actual in-game behaviors. Behavior is obviously the most direct and unbiased source of understanding how players interact with the game?where they make errors, where they become irritated, where they feel most engaged. When Electronic Arts engaged Bolt|Peters to lead the player research project for Spore, we set out to do one better than the usual focus group dreck by coming at it from a UX research perspective.