5. Friction Points

A Usability Primer

As we saw in the menu example, a game’s usability is concerned with making sure the player can use the game, it is not concerned with whether the gameplay is enjoyable. As such, the focus of usability is not whether a player likes a game’s mechanics, but rather can they understand and use the mechanics and features effectively.

For this reason, it’s useful to think of assessing a game’s usability as trying to find any latent friction points, or barriers to enjoyment, with the design.

When present in a game, these friction points tend to slow down, frustrate, or even completely block the player from progressing. In this way, we can see how usability issues can have an effect on the overall player experience of the game.

Key takeaway

You can think of usability issues as ‘friction points’ in a game. Game usability is about the player’s ability to understand and use the game, rather than their enjoyment of the game. However, usability issues can have an impact on the player’s perception of the game’s overall player experience.


Next: 6. Friction in the Game and in the Mind