The Archive

Looking for more? Here's everything that's been published on thatgamesux.com.

2013

7 MayWhen Asynchronous Multiplayer Makes Sense
23 AprXbox SmartGlass and Forza Horizon: Cool Tech, When It Works
9 AprSuper Stickman Golf: Accidentally Quitting Mid-Round
2 AprLost Cities: The Right Way to Build a Mobile Game Tutorial
26 MarFinal Fantasy XIII: Know Your Role (and Your Paradigm)
19 MarSimCity: Tiny Maps and Tiny Zooms
12 MarDungeon Raid: We Need Invisible Fingers
5 MarFinal Fantasy XIII: Where is North?
26 FebQuento: When a Title Screen Meets a Tutorial
19 FebOrigin: A Classic Example of the Diagonal Problem
12 FebQuento: Shaking My iPhone Makes Me Sad
5 Feb10000000: A Brief Usability Review
29 Jan1st and Goal: Better Gaming Through Magnets
15 JanFinal Fantasy XIII: A Great Loading Screen
8 JanLollipop Chainsaw: User Expectations and Fuzzy Math
1 JanLollipop Chainsaw: The Information Scent of Notifications

2012

18 DecForza Horizon: One Amazing Tutorial
11 DecSkyrim: Four Quick Thoughts on the UI’s Usability
27 NovPuzzle Craft: Good At Killing Time, Not Good At Usability
20 NovLetterpress for iOS: Beautifully Simple
13 NovXBox SmartGlass on the iPad: UX First Impressions
23 OctBorderlands 2: Mission Information When You Need It
16 OctA Case Study in How Not To Handle Errors
9 OctMagic 2013 for iOS: Too Many Screens Before the Main Menu
2 OctBorderlands 2: Thoughts on Usability
25 SepBorderlands 2: Can There Be Too Much Loot?
18 SepDiablo 3: Auction House Usability Revisited
11 SepGame Accessibility Guidelines for Everyone
4 SepMadden: Consistency in Menu UI Controls is Overrated
28 AugPeggle: The Right Amount of Progress
21 AugSending Mixed Messages with Overloaded Button Actions
14 AugBar Oasis: When Mediocre Usability Doesn’t Really Matter
7 AugVideo Game Intro Videos Must Die (Especially on Mobile Platforms)
31 JulGetting Lost in The Witcher 2: How Not to Build a Map
23 JulThe Witcher 2: Five Ways that Dice Poker has a Miserable UI
17 JulBrutal Legend: A Main Menu That Will Blow Your Soul
10 JulThree Strategies for Letting Gamers Access the World Map
3 JulLeague of Legends: Menu Madness
26 JunWhen Metaphors Go Bad: The Cell Phone in GTA IV
19 JunDiablo 3: More Auction House Usability Issues
12 JunDiablo 3: Auction House Usability is Hellish
5 JunNHL 12: Line Editing Sucks
29 MayBurnout Crash!: Show Me The Achievements
21 MayMobile Games: Tutorials Should Fit Mobile Attention Spans
15 MayBreaking the Laws of Physics with Menus in MLB 2K12
8 MayLeague of Legends: Genius Gameplay
1 MayTitle Screens: Because You Aren’t Done Waiting Just Yet
24 AprMLB 2K12: Can I Get Some Animations in Player Creation?
17 AprMLB 2K12: Annoyingly Realistic Animation
10 AprMass Effect 3: Blindly Upgrading Weapons
3 AprMass Effect 3: Keeping Track of Fetch Quests
27 MarDraw Something: Why Can’t You Purchase Colors in the Shop?
20 MarMass Effect 3: Hiding Loading Screens, or Just Wasting My Time?
13 MarMiniTroopers: Mini is More
6 MarKinect Sports: A New World Record!
28 FebNHL 12: Curse of the Abbreviation
21 FebSet: Card Games Can Be Usable Too
14 FebNHL 12: Finding the Right Trade Partner is Hard
7 FebMass Effect 2: The Galaxy Map Offers Information When You Need It
2 JanHello world!