GOAL
Condensing a gaming experience that is meant to be 10 hr → 1 hr
The goal of our UX project was to enhance the top-down action RPG experience by creating an exhilarating condensed version that can be completed within a 1-hour timeframe, while staying true to the genre's core elements. This meant that we had to carefully consider what to keep, but the real challenge lied in determining what not to include.
As a result, we considered the following:
Streamline gameplay mechanics: Simplify complex systems and mechanics to ensure a smooth and efficient gameplay experience within the limited timeframe.
Optimize progression: Adjust the pace of progression, such as leveling up or acquiring new abilities, to fit the shorter gameplay duration while still providing a sense of accomplishment.
Design concise levels: Create levels or environments that are compact and efficient, allowing players to navigate through them swiftly without sacrificing exploration or strategic opportunities.
OUR APPROACH
Rogue-like mechanics to increase player engagement.
USER RESEARCH
Identifying good action RPG experience
We conducted interviews with eight gamers and inquired about their latest gaming experiences before presenting them with our concepts. As expected, some of our assumptions were validated while others were challenged. For instance, contrary to our initial vision of lengthy games, gamers and their peers preferred a game with strong replay value.
MARKET RESEARCH
Replay value plays a bigger role than lengths of the game itself
Starting with white paper research, I began to draw from research articles on the topic of gaming, psychology, and UX. One paper from an academic research done by SpaceDraft that grabbed my attention which stated that:
“Replay value is often a key consideration in game design, particularly when you have limited resources for a game’s production, because it allows you to stretch the value of the game you’re creating further.”
COMPETITIVE ANALYSIS + THE GAP
The competition had branching path to increase player incentivization.
After analyzing the five most popular games with high replay value, I discovered that what made them successful in the first place was the branching path in which the players could take, whether it be narrative or via gameplay. This finding supported our hypothesis that player preferences were not solely focused on the game's length, but rather on the availability of different gameplay modes.
USER INTERVIEWS
User research and interview indicated many upgrade crafting options or level designs that the players could explore was the key mechanics.
Based on the trends identified in my competitive feature analysis, players showed a preference for early exposure to basic gaming controls, enabling them to quickly grasp the intricacies of the game. This approach facilitated players' seamless immersion into the gameplay, allowing them to focus on the project's core objective.
FEEDBACKS & ITERATIONS
3 Core Designs and Iterations
Drawing from diverse feedback, we engaged in continuous design iterations spanning several weeks. Each iteration followed monthly playtesting sessions, during which we honed our changes, concentrating on three key areas:
Streamlined Character Information and Enhanced Combat Focus: We minimized character details and redirected attention towards combat dynamics.
Dynamic and Adaptive Upgrade Menu: Our upgrade menu became more responsive and evolved in sync with the player's progress.
Multiple Paths to Game Completion: Rather than a single designated route, we embraced the idea of allowing players to approach game completion through various paths.
FINAL GAME
FUTURE SCOPE
With additional time, my priority would be to further refine the identified aspects, aiming to create a more comprehensive and adaptable solution that encompasses a wider range of scenarios beyond our ongoing discussions. This future exploration is intended to tackle any lingering issues and bolster the overall effectiveness of the solution.
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