Worst Practice Examples

Call of Duty: Warzone

Call of Duty: Warzone

Starting a game in CoD: Warzone requires six steps, which is a significant amount of interaction costs. Interaction costs refer to the mental toll that each added step takes on the player, causing fatigue or frustration. To provide the best player experience, it is important to minimize interaction costs as much as possible. Unfortunately, in Warzone, the process of even understanding the mode or version of the game one is entering requires reading through a multitude of confusing panels, adding to the interaction costs and potentially causing fatigue. To improve the player experience, it is crucial to simplify and streamline the process of starting a game, reducing the interaction costs and reducing the risk of player frustration.

Red Dead Redemption 2

Red Dead Redemption 2

The control system in Red Dead Redemption 2 is a problem. Control systems play a critical role in shaping the player‘s experience, similar to lighting in movies or balance in music recordings. The control system in RDR2 has been criticized for its awkward finger movements required to use the selection menu and its added complexity using triggers to navigate through options and different menus, leading to unintended results. In the game, the player is punished for unintended actions such as firing a weapon in the wrong place or removing a mask at a critical moment. The controls vary based on the context of the player‘s actions, causing confusion and increasing the risk of mistaken actions.

https://www.escapistmagazine.com/why-has-the-ui-in-aaa-games-gotten-so-bad-design-delve/: Worst Practice Examples http://www.elsabartley.co.uk/aaa-games-and-ux/: Worst Practice Examples https://blog.prototypr.io/ux-red-dead-redemption-2-cffdb4f9a1f9: Worst Practice Examples

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