
Challenge
Tak 1 was a new game with a new set of characters and a different concept of game play for a platform-style game. It was specifically targeted to kids, but ideally would be enjoyed by a wide range of users. We wanted to make sure the targeted age group would find the game fun and challenging, without users getting lost or finding it too difficult. Many of the game mechanics and HUD were innovative, and we wanted to make sure they were understandable and enjoyable. There were several levels into the deep play that we wanted to pace well and offer enough challenge, but not be too challenging. For Tak 2 and 3, we repeated the same process to ensure the new versions were playable and enjoyable.
Solution
We held two rounds of game playability and usability testing. For the first round, we had the kids play test the beginning levels. From this, we were able to determine which areas needed improvement to create a more enjoyable experience. This included designing a game play tutorial that offered a set of tools so a novice player could also enjoy the game. The HUD was modified so it would be more easily understood and not interfere with game play. Game play and mechanics were modified as a result of the playability / usability evaluation.
The second round of testing included deep game play. The results offered the designers a clear understanding of how to modify the game play so that it would not impede enjoyment, while noting specific areas to improve the pace, challenge and fun. The results gave very specific feedback as to which areas worked well, which impeded enjoyment, understanding and fun, and areas that needed to be changed for better playability. The developers were given the information to immediately make changes that affected the gamer’s positive experience. We had the same results with Tak 2.
Reviews for Tak 1
“Tak is a challenging game but it seldom gets difficult. You should never get lost and your objectives are generally laid out before you with a clear path (of feathers) from start to finish.
“Bottom line is that Tak is very kid–friendly—clearly indicating that THQ is targeting this game to the traditional Nickelodeon audience, but managing not to alienate the older gamers looking for some fun.
“Tak’s health is represented by the feather on his head. It slowly turns purple as you take damage and fills back with yellow as you heal. It's a great way to integrate important information right into the game without a distracting health bar floating in the HUD.”
– Game Chronicles Magazine
“Over the past year, I have really developed an appreciation for the work that the folks over at THQ have done. They have a habit for pumping out quality games. However, many of them do not get the credit that they deserve. I was delighted to get one of their newest titles for review, and at this point they have made me raise my level of expectation in action games.
“The controls are extremely easy to get used to. You pick things up by just running over them, you swing your weapon by hitting Square, you cast Juju magic by hitting the circle, and you jump by hitting X. Tak also reacts differently based on which weapon he’s currently holding. If he’s holding a club, he’ll jump normally, but if he’s holding a staff, he’ll use it to pole vault higher than a normal jump.
“I love Tak and the Power of Juju. It may be too kiddie for some, but it’s a solid platformer with a great-looking world and really inventive puzzles. And above all else, it’s a lot of fun. Plus, the voice acting is stellar and I’ve been busting a gut at some of the lines.”
– Console Gold, Reviewer Mike Youngblood
Reviews for Tak 2: The Staff of Dreams
“Five stars out of five stars. Five stars? We don’t often dole out this kind of rating, but after extensive testing with a variety of kids (including some who refused to stop), our instrument churned out the highest ratings. The game play is typical — jumping, gliding, throwing, but the interactions between the characters are what set this game apart from the rest, especially the way they work with the story. For example, Tak can transform into a flying squirrel to glide over mountains or summon up other animal-inspired powers (including the smell of a skunk). Each level is introduced with a preview — sort of a helicopter view flyover — which is good for helping you understand the length of the level, and the end goal. This is a great technique and one that more games should use.
“Also nice, the forgiving nature of the game. Novice players, or stumbling parents, have a good chance at the early levels, and the challenges are all well leveled.”





