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Pablo Rodriguez

Combat And Objectives Ux

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.

  • Does the player versus player offer a fair competitive environment?
  • Are the enemies you fight challenging and have variety?
  • Do boss encounters offer interesting fights to overcome?

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

  • Animations - character and enemy movements
  • Visual effects - impacts, spell effects, particles

Audio Elements

  • Sound effects - weapon impacts, ability sounds

Control Elements

  • Controls - responsiveness and accuracy
  • Damage and healing effectiveness - meaningful impact

Camera Elements

  • Camera shake - impact feedback
  • Field of view changes
  • Zoom effects (like sniper rifles)

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:

  • Too easy and a player can get bored
  • Too hard and they might give up
  • How do the controls feel?
  • If you can swap your weapons, is it fast and responsive?
  • Can you properly complete your character’s combo or skill rotation without much 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?

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:

  • Quests or missions - structured tasks
  • Achievements - skill and exploration rewards
  • Collectibles - exploration incentives
  • Story progression - narrative advancement

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:

  • Defeat or kill quests - where you have to take down an enemy
  • Loot quests - that require you to get loot off an enemy
  • Escort, spawn and follow - where an NPC is spawned and follows you as you accept the quest. From there, you have to guide the NPC to its destination
  • Escort, walk to and defend - where you must follow an NPC and protect them on their, sometimes, painfully slow journey
  • Delivery quests - where an NPC gives you an item to deliver to a different NPC
  • Explore - where a quest sends you to a specific location on the map
  • Defend - where you interact with an object only to be ambushed by waves of monsters. Typically, you have a set amount of time to defeat the waves before failing the quest
  • Interact - where you interact with an object in the world. Note that this is not loot based and does not go into your inventory
  • Craft - where you are instructed to create a specific item
  • Gather - where you are sent off to collect various items from the world
More Options

And there are more such as getting into vehicles or mini games.

  • Achievements can have very specific game tasks
  • Collectibles fall under both the explore and gather category
  • Story progression sits in its own category

How has the story progressed?

  • Are there branching narratives where your choices make a difference in the future gameplay?
  • Are there multiple endings to the story?

As the player experiences many of these objectives:

  • How is the player being rewarded?
  • Do the rewards feel valuable to the player?
  • Does this section of the game have too much of the same task such as defeat 50 bears followed by defeat 50 wolves?
  • Does the player get annoyed by running back and forth between 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.