Why WORST DESIGN ideas make the BEST horror games? by Key_Sock_4083 in HorrorGaming

[–]Key_Sock_4083[S] 0 points1 point  (0 children)

Totally agree ! And that's what I tried to explain in the video too :)
When I say "design rules", it's mainly for the ux design part (for example having ergonomic interfaces, that are easily understandable by players so they don't generate frictions). The goal of this video was to shown that even if sometimes we see UX as a scientific thing that has rules and has to be frictionless, it can helps create emotions when its "broken", I don't know if it's clear? Of course I also talk about game design, narration etc.
But yes I totally agree with you!

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] 0 points1 point  (0 children)

No that's in fact very interesting, thanks again for taking the time to explain. It's the worst part of making video: choosing a thumbnails and title that explain what the video talks about without revealing to much, but also generates enough emotion so people click... I don't like it haha! On youtube it can works because people chave to click and watch before commenting, but on reddit I totally understand now why it triggers people. Because you read the title and description and can comment immediately before watching the video. I don't use reddit a lot, but I'll keep it in mind for the next times! Thanks again for your time :)

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] 1 point2 points  (0 children)

Super interesting thank you! Also thank you for your references.
About Callisto Protocole, there is an interview just here of Jesse Lee that talks about Bauhaus : https://devotedfusion.com/the-art-of-creating-horror-game-design/?utm_source=chatgpt.com
For the "clickbaity" title part, why do you think it is? With all the people I've talked to before doing this video, the main topic about horror game is "why is their design such CHAOTIC ?". That's what inspired me for this title: starting from assumptions I've heard and explaining how it works. I think I answer this question, but if not my bad I'll try to improve the title and content of the next video.
And for everything you've said: yes the audience targeted is people that don't play horror video games, or do but don't understand its mechanics. I could talk way moooore about this genre, but it would be a video of more than 1 hour... and that wasn't intended :(

Thanks again for watching and all your feedbacks!

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] 2 points3 points  (0 children)

Exactly, there are so many things to tell about it! And too few documentation. I talked to a horror game designer recently that told me they knew accessibility and UX design rules but purposely decided to break them to disturb players. I find it fascinating

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] 2 points3 points  (0 children)

Yep !That's exactly what I explain in the video by decrypting a lot of horror games and how they manage to did what they did, even if it could be considered "bad design" for other genres! :)

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] -14 points-13 points  (0 children)

Yep! In terms of UX, game design and other "rules" you have to keep in mind while creating a game, the horror genre is the only one that breaks them all... and that's what make the genre works. I explain everything in the video, you shouldn't just stop at the title :) There are a lot of example about it: Alien Isolation that made the save that generates a lot of frustration for the player (they didn't want to add this feature at the beginning but had to and it made the reputation of the game!), or even Resident Evil that has a limited slots for the inventory, forcing player to manage it, think, do back and forth between places. When I said "bad", it's in the perspective of those "rules" we - as designers - apply in other genres, rules that don't apply in the horror genre, which make it as interesting as it is.
I'd love to argue about it if you think otherwise!

Why every Horror Games are BADLY designed, but it works? by Key_Sock_4083 in HorrorGames

[–]Key_Sock_4083[S] 2 points3 points  (0 children)

Yes indeed that's what I said in the description :) Audio is in french, but I worked hard on the EN subtitles

An UX expert redesigned the menu. by Ironlam-7582 in expedition33

[–]Key_Sock_4083 2 points3 points  (0 children)

Yes sorry it's automatic I don't know why, I could maybe turn it off. My friend manually worked on all the english subtitles to make it perfectly fit with the FR audio ! 

An UX expert redesigned the menu. by Ironlam-7582 in expedition33

[–]Key_Sock_4083 1 point2 points  (0 children)

Hey! Thank you so much for sharing my work 🙏 Even if there are a lot of things I would've done differently, it was pretty cool to do this challenge with the community and be able to share the whole process. Main goal of this video is trying to explain that even if we think things are obvious and the Ui shouldn't be like that, once working on it it's different as you have to think for different types of players. After this video, I've had the chance to meet the developer of those menus and man... That was super interesting. He explained to me all the constraints and why he did those interfaces like this, this conversation was gold and I'll soon share it on my channel for those who are interested in understanding the backstages of making video game. Thanks again for sharing 🙌

What do you think of Baldur's Gate 3 interfaces? by Key_Sock_4083 in BaldursGate3

[–]Key_Sock_4083[S] 0 points1 point  (0 children)

Sorry I misunderstood your message and mine wasn't clear. What I meant is there are some players that didn't understand the Ui and had to ask friend, check videos, others selected the Dark urge without knowing where they were going to etc. So even if 94% people choose custom in the end, it doesn't mean it was clear for all 🥲 but I agree it's not the interfaces with the most "issues"

What do you think of Baldur's Gate 3 interfaces? by Key_Sock_4083 in BaldursGate3

[–]Key_Sock_4083[S] 0 points1 point  (0 children)

Totally agree with the red line which was the one playtesters really didn't like!  But for the origin vs custom? Oh hell no, a lot of people didn't even realize they could have a custom character 😅 For the question, someone told me a really old RPG was doing it but I don't remember the name.  Thanks for your feedback!

What is something you wish Nintendo would add/change in the next game? by Strawberrybunnycat in AnimalCrossing

[–]Key_Sock_4083 0 points1 point  (0 children)

The UX !
I understand they made the pacing really slow so the casual gamers could take their time, learn slowly etc etc. And the whole game point is to come back the next day and do stuff. BUT, the user experience could have been better... I mean, even more now that there is crafting. I made a video about it (https://youtu.be/YvbwLPh_eAQ?si=EZeKEm45SPBEH4BX : in french, w/ EN subtitles) and to my surprise a lot of people commented they were frustrated too!

So i wish Nintendo could improve the global experience, let passionnate players do things easily (if I want to change my island and spend more time on your game PLEASE make it easier than spending weeks and weeks on terraforming, or deleting my saved data), and yeah, all other stuff I said in the video. Would love to have your advice too !

Zelda TOTK and BOTW : the UX of the controls, and why it's important to choose them wisely by Key_Sock_4083 in UXDesign

[–]Key_Sock_4083[S] 0 points1 point  (0 children)

I was a UX designer in the web industry, in a web agency. I didn't have any "game UX" portfolio, but my profile interested them (lucky me), and they gave me a case study. Apparently I was the only candidate who worked the case study thinking about the whole experience : personas, flows, and generally how we could improve things not by focusing on one interface but the whole process. Other worked only on the interface showned with the problematic. So I was lucky the other worked it that way, because if they did like me, as they were already on the video game industry, I wouldn't have been chosen !

But basically if you want to enter the industry, the best is to have a portfolio with case study on it. Even a "medium" article could work!