Visual Elements
- Animations - character and enemy movements
- Visual effects - impacts, spell effects, particles
Combat user experience is understanding how player attacks feel during combat. It is also determined by how engaging the player versus player or player versus monster experience feels.
You can think of combat design as a puzzle for the player to solve - a series of steps the player has to remember in order to avoid damage while attacking the enemy. By remembering the steps, players will progress farther and farther until they defeat that encounter.
Let’s take a look at the player’s thought process as they initiate combat:
The first and foremost thing players will think about is the combat feel. Combat feel is a combination of:
Visual Elements
Audio Elements
Control Elements
Camera Elements
All these come together to give that “oomph” that players love to experience.
The next step is to analyze how a player is interacting with their opponents:
It’s important to find a good balance for combat difficulty:
And finally, this is a big one - how accurate does the combat feel?
If I swing my sword, do all monsters in the path get hit?
Does my gun shoot in a straight line, or is there a recoil to plan for?
Do enemy attacks promptly show their boundaries, also known as a telegraph, so it can avoid their damage in time?
How does the combat feel? It will be important to listen to feedback and try to break down where problems might be occurring.
Objective-based user experience can be broken down into:
All of these typically have the same purpose: to give the player a task to complete.
Quests
Can be used to give experience, loot and currency
Achievements
Reward the player for engaging in many different systems and challenges throughout your game
Collectibles
Reward exploration, as you travel the world looking for key objects
Story Progression
Lets the player get immersed into the lore and narrative of the game
The big question for most of these is: How repetitive are these tasks?
This is where it’s a good idea to break down all the possible options you have for the current objective-based content.
Let’s break down several different types of tasks usually found in the form of quests:
And there are more such as getting into vehicles or mini games.
How has the story progressed?
As the player experiences many of these objectives:
These are just some of the many questions that you’ll be asking when testing your user experience for objective design.
Both combat and objectives work together to create engaging gameplay loops - combat provides the mechanical satisfaction while objectives provide direction and motivation for continued play.