Better Interface design for humans
Whilst I am aware of the complexities of designing machine-to-human interfaces, I think Ubisoft have missed a trick with some core principles that have degraded the Arcade experience. Using the model of human behaviour first, "theoretical designed logic" second seems to have been missed in the Arcade lobby.. And this is by no means an Ubisoft phenomenon. It's all over the games industry in other games.
For example in this game, by just adding in one more button after a multiplayer game ends: "dislike map", "skip rating", "like map" and "favourite map" would be in sync or expectation with human behaviour. Currently it's awkward to favourite a map. Either a player has to do it mid game or go off to a website at a later time.
I believe this simple inclusion would mean that players would easily end up with a list of favourites, easily accessible to them when being a map picker, or hosting a lobby. This would greatly expand the maps playable to all others as well. This would make Arcade better.
I commend Ubisoft on the way they have managed to create a map editor for consoles using only about 12 buttons. But that is a logic problem solved. More attention to real life human behaviour is needed to make the multiplayer elements work better in Farcry and other multiplayer games.
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