A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews
Abstract
:1. Introduction
2. Related Work
2.1. Playability Evaluation with Heuristics
2.2. User Review Studies
3. Method
3.1. The Framework Overview
3.2. Preprocessing
3.3. Filtering
3.4. Classification
3.5. Quantification
Algorithm 1: Algorithm of Quantifying the Playability on Multiple Perspectives. |
3.6. Visualization
3.7. Topic Modeling and Summarization
4. Case Study
4.1. Data Description
4.2. Classifier Selection
4.2.1. Filtering Evaluation
4.2.2. Classification Evaluation
4.3. Results
4.3.1. Playability Score
4.3.2. Playability Merits and Defects
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Sánchez, J.L.G.; Vela, F.L.G.; Simarro, F.M.; Padilla-Zea, N. Playability: Analysing user experience in video games. Behav. Inf. Technol. 2012, 31, 1033–1054. [Google Scholar] [CrossRef]
- Järvinen, A.; Heliö, S.; Mäyrä, F. Communication and Community in Digital Entertainment Services; Prestudy Research Report; University of Tampere: Tampere, Finland, 2002. [Google Scholar]
- Fabricatore, C.; Nussbaum, M.; Rosas, R. Playability in action videogames: A qualitative design model. Hum.-Comput. Interact. 2002, 17, 311–368. [Google Scholar] [CrossRef] [Green Version]
- Desurvire, H.; Caplan, M.; Toth, J.A. Using heuristics to evaluate the playability of games. In Proceedings of the CHI’04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria, 24–29 April 2004; pp. 1509–1512. [Google Scholar]
- Korhonen, H.; Koivisto, E.M. Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services, Helsinki, Finland, 12–15 September 2006; pp. 9–16. [Google Scholar]
- ISO/IEC. Systems and Software Engineering—Systems and Software Quality Requirements and Evaluation (SQuaRE)—Measurement of Quality in Use; Standard 25022:2016; International Organization for Standardization: Geneva, Switzerland, 2016. [Google Scholar]
- Sánchez, J.L.G.; Simarro, F.M.; Zea, N.P.; Vela, F.L.G. Playability as Extension of Quality in Use in Video Games; I-USED: 2009. Available online: https://lsi2.ugr.es/juegos/articulos/iused09-jugabilidad.pdf (accessed on 16 March 2021).
- Paavilainen, J. Defining playability of games: Functionality, usability, and gameplay. In Proceedings of the 23rd International Conference on Academic Mindtrek, Tampere, Finland, 29–30 January 2020; pp. 55–64. [Google Scholar]
- Korhonen, H.; Paavilainen, J.; Saarenpää, H. Expert review method in game evaluations: Comparison of two playability heuristic sets. In Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, Tampere, Finland, 30 September–2 October 2009; pp. 74–81. [Google Scholar]
- Pinelle, D.; Wong, N.; Stach, T. Heuristic evaluation for games: Usability principles for video game design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Florence, Italy, 5–10 April 2008; pp. 1453–1462. [Google Scholar]
- Nielsen, J.; Molich, R. Heuristic evaluation of user interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Paris, France, 27 April–2 May 1990; pp. 249–256. [Google Scholar]
- Pitoura, E.; Koutrika, G.; Stefanidis, K. Fairness in Rankings and Recommenders. In Proceedings of the Advances in Database Technology—EDBT 2020, 23rd International Conference on Extending Database Technology, Copenhagen, Denmark, 30 March–2 April 2020. Available online: OpenProceedings.org (accessed on 16 March 2021).
- Pinelle, D.; Wong, N.; Stach, T.; Gutwin, C. Usability heuristics for networked multiplayer games. In Proceedings of the ACM 2009 International Conference on Supporting Group Work, Sanibel Island, Fl, USA, 10–13 May 2009; pp. 169–178. [Google Scholar]
- Hannula, R.; Nikkilä, A.; Stefanidis, K. GameRecs: Video Games Group Recommendations. In ADBIS; Springer: Berlin/Heidelberg, Germany, 2019; pp. 513–524. [Google Scholar]
- Gong, J.; Ye, Y.; Stefanidis, K. A Hybrid Recommender System for Steam Games. In ISIP; Springer: Cham, Switzerland, 2019; pp. 133–144. [Google Scholar]
- Klancar, J.; Paulussen, K.; Stefanidis, K. FIFARecs: A Recommender System for FIFA18. In ADBIS; Springer: Cham, Switzerland, 2019; pp. 525–536. [Google Scholar]
- Stefanidis, K.; Pitoura, E.; Vassiliadis, P. Managing contextual preferences. Inf. Syst. 2011, 36, 1158–1180. [Google Scholar] [CrossRef] [Green Version]
- Jacobsen, N.E.; Hertzum, M.; John, B.E. The evaluator effect in usability tests. In Proceedings of the CHI 98 Conference Summary on Human Factors in Computing Systems, Los Angeles, CA, USA, 18–23 April 1998; pp. 255–256. [Google Scholar]
- Juul, J. Half-Real: Video Games between Real Rules and Fictional Worlds; MIT Press: Cambridge, MA, USA, 2011. [Google Scholar]
- CDProjekt. The Witcher 3: Wild Hunt [CD-ROM, PC, XBOX, Playstation]. 2015. Available online: https://thewitcher.com/en/witcher3/ (accessed on 16 March 2021).
- Burnett, M.; Cook, C.; Rothermel, G. End-user software engineering. Commun. ACM 2004, 47, 53–58. [Google Scholar] [CrossRef]
- Ko, A.J.; Abraham, R.; Beckwith, L.; Blackwell, A.; Burnett, M.; Erwig, M.; Scaffidi, C.; Lawrance, J.; Lieberman, H.; Myers, B.; et al. The state of the art in end-user software engineering. ACM Comput. Surv. (CSUR) 2011, 43, 21. [Google Scholar] [CrossRef]
- Hearst, M.A. Untangling text data mining. In Proceedings of the 37th Annual Meeting of the Association for Computational Linguistics, College Park, ML, USA, 1 June 1999; pp. 3–10. [Google Scholar]
- Liu, B. Sentiment analysis and opinion mining. Synth. Lect. Hum. Lang. Technol. 2012, 5, 1–167. [Google Scholar] [CrossRef] [Green Version]
- Fu, B.; Lin, J.; Li, L.; Faloutsos, C.; Hong, J.; Sadeh, N. Why people hate your app: Making sense of user feedback in a mobile app store. In Proceedings of the 19th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, ACM, Chicago, IL, USA, 11–14 August 2013; pp. 1276–1284. [Google Scholar]
- Chen, N.; Lin, J.; Hoi, S.C.; Xiao, X.; Zhang, B. AR-miner: Mining informative reviews for developers from mobile app marketplace. In Proceedings of the 36th International Conference on Software Engineering, ACM, Hyderabad, India, 1 May 2014; pp. 767–778. [Google Scholar]
- Li, X.; Zhang, Z.; Stefanidis, K. Mobile App Evolution Analysis Based on User Reviews. In Proceedings of the 17th International Conference on Intelligent Software Methodologies, Tools, and Techniques, Naples, Italy, 15–17 September 2018; pp. 773–786. [Google Scholar]
- Lin, D.; Bezemer, C.P.; Zou, Y.; Hassan, A.E. An empirical study of game reviews on the Steam platform. Empir. Softw. Eng. 2019, 24, 170–207. [Google Scholar] [CrossRef]
- Nielsen, J. Usability inspection methods. In Proceedings of the Conference Companion on Human Factors in Computing Systems, Boston, MA, USA, 23–28 April 1994; pp. 413–414. [Google Scholar]
- Nielsen, J. How to conduct a heuristic evaluation. Nielsen Norman Group 1995, 1, 1–8. [Google Scholar]
- Korhonen, H. Comparison of playtesting and expert review methods in mobile game evaluation. In Proceedings of the 3rd International Conference on Fun and Games, Leuven, Belgium, 15–17 September 2010; pp. 18–27. [Google Scholar]
- Malone, T.W. Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems, Gaithersburg, Ml, USA, 15–17 March 1982; pp. 63–68. [Google Scholar]
- Federoff, M.A. Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games. Ph.D. Thesis, Indiana University, Bloomington, IN, USA, 2002. [Google Scholar]
- Desurvire, H.; Wiberg, C. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In International Conference on Online Communities and Social Computing; Springer: Berlin/Heidelberg, Germany, 2009; pp. 557–566. [Google Scholar]
- Korhonen, H.; Koivisto, E.M. Playability heuristics for mobile multi-player games. In Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts, Perth, Australia, 19–21 September 2007; pp. 28–35. [Google Scholar]
- Koeffel, C.; Hochleitner, W.; Leitner, J.; Haller, M.; Geven, A.; Tscheligi, M. Using heuristics to evaluate the overall user experience of video games and advanced interaction games. In Evaluating User Experience in Games; Springer: Berlin/Heidelberg, Germany, 2010; pp. 233–256. [Google Scholar]
- Röcker, C.; Haar, M. Exploring the usability of videogame heuristics for pervasive game development in smart home environments. In Proceedings of the Third International Workshop on Pervasive Gaming Applications–Pergames, Dublin, Ireland, 7 May 2006; pp. 199–206. [Google Scholar]
- Tan, J.L.; Goh, D.H.L.; Ang, R.P.; Huan, V.S. Usability and playability heuristics for evaluation of an instructional game. In E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education; Association for the Advancement of Computing in Education (AACE): Waynesville, NC, USA, 2010; pp. 363–373. [Google Scholar]
- Khanana, K.; Law, E.L.C. Designing children’s digital games on nutrition with playability heuristics. In Proceedings of the CHI’13 Extended Abstracts on Human Factors in Computing Systems, Paris, France, 27 April–2 May 2013; pp. 1071–1076. [Google Scholar]
- Aker, Ç.; Rızvanoğlu, K.; Bostan, B. Methodological Review of Playability Heuristics. Proc. Eurasia Graph. Istanb. Turk. 2017, 405. Available online: https://www.researchgate.net/profile/Kerem-Rizvanoglu/publication/321623742_Eurasia_2017_Brave_New_Worlds_Conference_on_Virtual_and_Interactive_Realities/links/5a292400aca2727dd8872361/Eurasia-2017-Brave-New-Worlds-Conference-on-Virtual-and-Interactive-Realities.pdf (accessed on 16 March 2021).
- Matera, M.; Costabile, M.F.; Garzotto, F.; Paolini, P. SUE inspection: An effective method for systematic usability evaluation of hypermedia. IEEE Trans. Syst. Man, Cybern. Part A Syst. Hum. 2002, 32, 93–103. [Google Scholar] [CrossRef]
- Vasa, R.; Hoon, L.; Mouzakis, K.; Noguchi, A. A preliminary analysis of mobile app user reviews. In Proceedings of the 24th Australian Computer-Human Interaction Conference, Sydney, Australia, 20–24 November 2012; pp. 241–244. [Google Scholar]
- Hoon, L.; Vasa, R.; Schneider, J.G.; Mouzakis, K. A preliminary analysis of vocabulary in mobile app user reviews. In Proceedings of the 24th Australian Computer-Human Interaction Conference, Sydney, Australia, 20–24 November 2012; pp. 245–248. [Google Scholar]
- Harman, M.; Jia, Y.; Zhang, Y. App store mining and analysis: MSR for app stores. In Proceedings of the 2012 9th IEEE Working Conference on Mining Software Repositories (MSR), Zurich, Switzerland, 2–3 June 2012; pp. 108–111. [Google Scholar]
- Vu, P.M.; Nguyen, T.T.; Pham, H.V.; Nguyen, T.T. Mining user opinions in mobile app reviews: A keyword-based approach (t). In Proceedings of the 2015 30th IEEE/ACM International Conference on Automated Software Engineering (ASE), Lincoln, NE, USA, 9–13 November 2015; pp. 749–759. [Google Scholar]
- Panichella, S.; Di Sorbo, A.; Guzman, E.; Visaggio, C.A.; Canfora, G.; Gall, H.C. How can i improve my app? Classifying user reviews for software maintenance and evolution. In Proceedings of the 2015 IEEE International Conference on Software Maintenance and Evolution (ICSME), Bremen, Germany, 29 September–1 October 2015; pp. 281–290. [Google Scholar]
- Gu, X.; Kim, S. What parts of your apps are loved by users? (T). In Proceedings of the 2015 30th IEEE/ACM International Conference on Automated Software Engineering (ASE), Lincoln, NE, USA, 9–13 November 2015; pp. 760–770. [Google Scholar]
- Khalid, H. On identifying user complaints of iOS apps. In Proceedings of the IEEE 2013 35th International Conference on Software Engineering (ICSE), San Francisco, CA, USA, 18–26 May 2013; pp. 1474–1476. [Google Scholar]
- Guzman, E.; Maalej, W. How do users like this feature? A fine grained sentiment analysis of app reviews. In Proceedings of the 2014 IEEE 22nd International Requirements Engineering Conference (RE), Karlskrona, Sweden, 25–29 August 2014; pp. 153–162. [Google Scholar]
- Li, X.; Zhang, Z.; Stefanidis, K. Sentiment-Aware analysis of mobile apps user reviews regarding particular updates. In Proceedings of the Thirteenth International Conference on Software Engineering Advances, Nice, France, 14–18 October 2018; p. 109. [Google Scholar]
- Li, X.; Zhang, B.; Zhang, Z.; Stefanidis, K. A Sentiment-Statistical Approach for Identifying Problematic Mobile App Updates Based on User Reviews. Information 2020, 11, 152. [Google Scholar] [CrossRef] [Green Version]
- Santos, T.; Lemmerich, F.; Strohmaier, M.; Helic, D. What’s in a Review: Discrepancies Between Expert and Amateur Reviews of Video Games on Metacritic. Proc. ACM Hum.-Comput. Interact. 2019, 3, 1–22. [Google Scholar] [CrossRef] [Green Version]
- Lu, C.; Li, X.; Nummenmaa, T.; Zhang, Z.; Peltonen, J. Patches and player community perceptions: analysis of no man’s sky steam reviews DiGRA. In Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Lüneburg, Germany, 14–17 May 2020. [Google Scholar]
- Nigam, K.; McCallum, A.K.; Thrun, S.; Mitchell, T. Text classification from labeled and unlabeled documents using EM. Mach. Learn. 2000, 39, 103–134. [Google Scholar] [CrossRef] [Green Version]
- Zhang, M.L.; Zhou, Z.H. ML-KNN: A lazy learning approach to multi-label learning. Pattern Recognit. 2007, 40, 2038–2048. [Google Scholar] [CrossRef] [Green Version]
- Chen, W.J.; Shao, Y.H.; Li, C.N.; Deng, N.Y. MLTSVM: A novel twin support vector machine to multi-label learning. Pattern Recognit. 2016, 52, 61–74. [Google Scholar] [CrossRef]
- Spyromitros, E.; Tsoumakas, G.; Vlahavas, I. An empirical study of lazy multilabel classification algorithms. In Hellenic Conference on Artificial Intelligence; Springer: Berlin/Heidelberg, Germany, 2008; pp. 401–406. [Google Scholar]
- Gilbert, C.; Hutto, E. Vader: A Parsimonious Rule-Based Model for Sentiment Analysis of Social Media Text. Eighth International Conference on Weblogs and Social Media (ICWSM-14). 2014, Volume 81, p. 82. Available online: http://comp.social.gatech.edu/papers/icwsm14.vader.hutto.pdf (accessed on 16 April 2020).
- Thelwall, M.; Buckley, K.; Paltoglou, G.; Cai, D.; Kappas, A. Sentiment strength detection in short informal text. J. Am. Soc. Inf. Sci. Technol. 2010, 61, 2544–2558. [Google Scholar] [CrossRef] [Green Version]
- Blei, D.M.; Ng, A.Y.; Jordan, M.I. Latent dirichlet allocation. J. Mach. Learn. Res. 2003, 3, 993–1022. [Google Scholar]
- HelloGames. No Man’s Sky [CD-ROM, PC, XBOX, Playstation]. 2016. Available online: https://www.nomanssky.com/ (accessed on 16 March 2021).
- Syed, S.; Spruit, M. Full-Text or abstract? Examining topic coherence scores using latent dirichlet allocation. In Proceedings of the 2017 IEEE International conference on data science and advanced analytics (DSAA), Tokyo, Japan, 19–21 October 2017; pp. 165–174. [Google Scholar]
- Greenwood-Ericksen, A.; Poorman, S.R.; Papp, R. On the validity of Metacritic in assessing game value. Eludamos. J. Comput. Game Cult. 2013, 7, 101–127. [Google Scholar]
- Bossert, M.A. Predicting Metacritic Film Reviews Using Linked Open Data and Semantic Technologies; KNOW@ LOD: Portorož, Slovenia, 2015. [Google Scholar]
Criteria | Explanation | Review Examples |
---|---|---|
Functionality | the technical, mechanical or material quality of the | “...the performance in VR mode is absolutely terrible.” |
game that is related to its smooth operation. | “Crashing and stuttering constantly...” | |
Gameplay | the rule dynamics that provide “gameness” | “Survival is not challenging unless you play hardcore,...” |
e.g., goals, challenge, progress, and rewards. | “...doing the same repetitive things over and over again” | |
Usability | the user-interface of the game | “Controls and menus are bad,...” |
its ease of use. | “...the massive improvements to the games graphics...” |
Algorithm | Best Parameter | Accuracy |
---|---|---|
MLkNN | k = 27, s = 0.5 | 0.769 |
MLTSVM | c_k = 0.125 | 0.532 |
BRkNNaC | k = 19 | 0.663 |
BRkNNbC | K = 17 | 0.712 |
Two-Step | One-Step | ||||
---|---|---|---|---|---|
Algorithm | Best Parameter | Accuracy | Algorithm | Best Parameter | Accuracy |
EMNB + MLkNN | k = 27, s = 0.5 | 0.653 | MLkNN | k = 1, s = 0.5 | 0.121 |
EMNB + MLTSVM | c_k = 0.125 | 0.452 | MLTSVM | c_k = 0.125 | 0.349 |
EMNB + BRkNNaC | k = 19 | 0.564 | BRkNNaC | k = 1 | 0.121 |
EMNB + BRkNNbC | K = 17 | 0.605 | BRkNNbC | k = 6 | 0.276 |
1.0 | Foundation | PathFinder | Atlas Rises | NEXT | Abyss | Visions | Beyond | Synthesis | Living Ship | |
---|---|---|---|---|---|---|---|---|---|---|
Date | 16.11.27 | 17.03.08 | 17.08.11 | 18.07.24 | 18.10.29 | 18.11.21 | 19.08.14 | 19.11.28 | 20.02.18 | 20.04.07 |
Count F. | 28,251 | 800 | 718 | 1851 | 4222 | 135 | 1858 | 2680 | 1052 | 555 |
Count G. | 120,894 | 6128 | 5460 | 12,582 | 19,085 | 554 | 12,649 | 10,011 | 7667 | 3579 |
Count U. | 18,106 | 758 | 751 | 1698 | 2876 | 103 | 1692 | 1900 | 922 | 449 |
Score F. | −0.0054 | 0.0372 | 0.0973 | 0.0684 | 0.0487 | 0.0091 | 0.0760 | 0.0458 | 0.0966 | 0.0770 |
Score G. | 0.0765 | 0.1322 | 0.1346 | 0.1534 | 0.1389 | 0.1080 | 0.1686 | 0.1406 | 0.2211 | 0.2113 |
Score U. | 0.0106 | 0.0708 | 0.0807 | 0.0948 | 0.0608 | 0.0823 | 0.0755 | 0.0481 | 0.1489 | 0.1538 |
Functionality | Gameplay | Usability | |
---|---|---|---|
Positive | 10,684 | 47,780 | 6537 |
Negative | 10,637 | 32,627 | 6396 |
Functionality | Gameplay | Usability | |
---|---|---|---|
P | |||
N |
Topic (Positive Functionality) | Top Words |
---|---|
+ Load Screen and Crashing + Performance and bugs fixed via update + Running game fine with settings | “game”, “play”, “crash”, “time”, “screen”, “start”, “hour”, “go”, “load”, “get” “issue”, “game”, “performance”, “fix”, “people”, “update”, “would”, “bug”, “problem”, “patch” “run”, “game”, “setting”, “graphic”, “work”, “get”, “fps”, “pc”, “fine”, “high” |
Topic (Negative Functionality) | Top Words |
− Poor Performance, Bugs, Crash, Need Fix − Lag, Stutter, fps drop, even with low settings − Crash at Start screen, try hours | “game”, “issue”, “problem”, “performance”, “fix”, “people”, “crash”, “bad”, “poor”, “bug” “run”, “setting”, “low”, “game”, “stutter”, “drop”, “pc”, “graphic”, “lag”, “fps” “crash”, “game”, “play”, “time”, “screen”, “get”, “start”, “can”, “try”, “hour” |
Topic (Positive Gameplay) | Top Words |
+ Explore, survival, different planet systems + Crafting, ship-flying, resource and inventory + Fun exploration gameplay + Need story to make better | “planet”, “find”, “new”, “explore”, “system”, “beautiful”, “different”, “look”, “survival”, “thing” “space”, “ship”, “get”,“resource”, “fly”, “well”, “craft”, “upgrade”, “inventory”, “learn” “game”, “exploration”, “fun”, “play”, “get”, “hour”, “gameplay”, “good”, “enjoy”, “lot” “game”, “want”, “make”, “need”, “would”, “give”, “bit”, “people”, “story”, “work” |
Topic (Negative Gameplay) | Top Words |
− Repetitive, boring gameplay − Lack of inventory upgrade − Fly, explore, combat | “game”, “get”, “hour”, “feel”, “repetitive”, “start”, “bore”, “boring”, “gameplay”, “people” “ship”, “resource”, “make”, “need”, “inventory”, “find”, “upgrade”, “lack”, “craft”, “much” “planet”, “space”, “see”, “look”, “explore”, “combat”, “find”, “fly”, “kill”, “ship” |
Topic (Positive Usability) | Top Words |
+ Control feels with controller, fly ship + Beautiful graphics + Music&sound, hold and click button | “control”, “use”, “ship”, “take”, “feel”, “get”, “controller”, “fly”, “space”, “flight” “game”, “graphic”, “play”, “change”, “setting”, “beautiful”, “look”, “run”, “work”, “good” “hold”, “button”,‘ ‘music”, “menu”, “screen”, “system”, “inventory”, “click”, “sound”, “second” |
Topic (Negative Usability) | Top Words |
− Graphic settings poor, restart − Fly control with mouse annoying − Terrible texture and sound − Horrible flight control, cluncky inventory − Option, click and hold button, bad/awful PC port | “graphic”, “game”, “setting”, “change”, “run”, “bad”, “start”, “poor”, “get”, “restart” “control”, “mouse”, “ship”, “fly”, “game”, “use”, “get”, “annoying”, “make”, “press” “terrible”, “look”, “texture”,‘ ‘game”, “sound”, “pop”, “point”, “require”, “complaint”, “way” “control”, “flight”, “feel”, “people”, “horrible”, “system”, “inventory”, “lack”, “clunky”, “fov” “game”, “pc”, “option”, “button”, “hold”, “port”, “menu”, “awful”, “bad”, “click” |
Playability | Players’ Review Topic | Metacritic Review Pros and Cons |
---|---|---|
Functionality | + Load Screen and Crashing | |
+ Performance and bugs fixed via update | ||
+ Running game fine with settings | ||
− Poor Performance, Bugs, Crash, Need Fix | − Still major technical issues. | |
− Deplorable technical condition. | ||
− The PC version is heavy, buggy, and crashing | ||
− Lag, Stutter, fps drop, even with low settings | − Random frame rate drops. | |
− Poorly optimized. | ||
− Crash at Start screen, try hours | ||
Gameplay | + Explore, survival, different planet systems | + Solid survival gameplay with great freedom. |
+ Crafting, ship–flying, resource and inventory | + Relaxing exploration | |
+ Fun exploration gameplay | + Massive universe to explore. | |
+ It truly is an impossibly huge galaxy. | ||
+ A sense of majesty and grandeur unlike anything else. | ||
+ Lots of options to fiddle with. | ||
+ Near limitless replay value. | ||
+ Huge scale, infinite content. | ||
+ Solid survival gameplay with great freedom. | ||
+ Relaxing exploration. | ||
+ Need story to make better | − Very little real story. | |
− No reason to proceed, lacks a narrative... | ||
− Repetitive, boring gameplay | − a lack of real discovery | |
− Most planets look the same | ||
− repetitive systems | ||
− Repetitive | ||
− Dull, tedious crafting. | ||
− Planets all hold the same handful of interest points. | ||
− ... disappoints in almost every way and just has no depth | ||
− ... gameplay options extremely limited. | ||
− ... Has too few features to be varied in the long run. | ||
− soon turns into a routine stereotype... | ||
− The universe is a lifeless and static backdrop. | ||
− Lack of inventory upgrade | − Loads of inventory management. | |
− Fly, explore, combat | − Not for thrill seekers or combat fans. | |
− whilst gathering resources to move on but won’t linger. | ||
Usability | + Control feels with controller, fly ship | |
+ Beautiful graphics | + Beautiful alien worlds. | |
+ Breathtaking views. | ||
+ Stylish in graphics... | ||
+ some lovely scenery | ||
+ An atmospheric walk through beautiful worlds | ||
+ Music and sound, hold and click button | + stylish..sound | |
+ A successful.. atmospheric audiovisual implementation. | ||
− Graphic settings poor, restart | ||
− Fly control with mouse annoying | ||
− Terrible texture and sound | ||
− Horrible flight control FOV, cluncky inventory | − Uncomfortable controls | |
− Option, click and hold button, bad/awful PC port | − frustrating menus | |
+ It may work perfectly as an occasional short distraction | ||
− Many promises left undelivered |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Li, X.; Zhang, Z.; Stefanidis, K. A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews. Information 2021, 12, 129. https://doi.org/10.3390/info12030129
Li X, Zhang Z, Stefanidis K. A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews. Information. 2021; 12(3):129. https://doi.org/10.3390/info12030129
Chicago/Turabian StyleLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. 2021. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews" Information 12, no. 3: 129. https://doi.org/10.3390/info12030129
APA StyleLi, X., Zhang, Z., & Stefanidis, K. (2021). A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews. Information, 12(3), 129. https://doi.org/10.3390/info12030129