Apex Legends used meaningless, made-up weapon names rather than mirroring real-world names this practice increases cognitive load. Unique terminology increases cognitive load because users have to assimilate this new information into their existing mental model for a similar weapon while trying to stay focused in the game and remember what they were attempting to do in that moment. For instance, a semi-automatic sniper rifle was given the name “G7 Scout,” which does not exist in the real world (though the appearance may bare a slight resemblance to an actual physical weapon). PlayerUnknown’s Battleground used real-world weapon terminology for in-game weapons.Ĭomparatively, Apex Legends, another battle-royale game, uses unique weapon terminology. For users with prior experience with similar games or knowledge of real-life weapons, this use of real-world names helps them select weapons fast because they don’t need to spend time familiarizing themselves with unique weapon terminology. For instance, the Beretta 686 Silver Pigeon in PUBG mimics a real-life weapon by the same name, frequently used for clay-pigeon shooting. These weapons, ranging in type from pistols and melee weapons to submachine guns and sniper rifles, align with real-world counterparts. PlayerUnknown’s Battleground (PUBG) is a battle-royale game, or, in laymen’s terms, a large-scale player–versus–player shooter game that ends when one winner (team or individual) is the last one left “alive.” PUBG contains dozens of weapons that players can pick up and use throughout the game. Users should be able to successfully navigate your interface without needing to look up terminology. Unfamiliar interface terms often confuse users and make them second-guess themselves. (Read full article on the match between the system and the real world. Follow real-world conventions, making information appear in a natural and logical order. The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. The Legend of Zelda: Breath of the Wild provided consistent and nearly immediate feedback for player’s health status via the 3 heart icons displayed in the top left corner of the screen.Ģ. For example, players with only half of a heart remaining in the health meter may wish to avoid combat until they’re able to secure more resources and increase their health, which would give them a better shot at surviving a battle. This visual feedback is helpful to influence the next actions the player should take. The health meter is updated almost instantly once either of the activities mentioned above (and more) occur. There are 3 heart containers which can be filled throughout the game by consuming food and are decremented when the player incurs injuries during combat. In The Legend of Zelda: Breath of the Wild, a video game on Nintendo Switch, the health meter is presented in the top left corner of the screen. These dynamic meters display the player’s health status throughout the game. In video games, feedback is particularly important so that players know whether their interaction was executed.įor instance, in many video games, particularly action games, health or life meters are present. )Ĭommunicating system status is vital to helping users determine what to do. (Read full article on visibility of system status. The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Let’s take a look at each of these heuristics and see how they apply to video games. Yet, Jakob Nielsen’s 10 heuristics for user-interface design are applicable in both cases. Video games may seem very different from websites or apps: they don’t usually have a practical goal (such as to inform people or help them create an artifact), but instead they aim to entertain.
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