Cooking Analogy
To cook a great meal, the ingredients you choose add up to a delicious dish. This is where you take a moment and step back and experience your game as a whole.
The first category of game user experience we’ll cover is the game as a whole. This could be translated to: “If you gave this game a score from one to ten, what would it be?”
It’s the entire game experience summed up into one conclusion. It’s when players weigh the pros and cons of a game and decide which one outweighs the other.
Combination of all systems and design features - oftentimes, design features can be created by different people or separate teams. So how do those systems work together as a whole? Do they complement each other, or do they work against each other?
Cooking Analogy
To cook a great meal, the ingredients you choose add up to a delicious dish. This is where you take a moment and step back and experience your game as a whole.
Players can notice when systems or experiences just don’t seem to work together. It’s up to the designers to use their own personal experience, include feedback from players, and make the right choice on what is working and what is flopping.
This is where some of those keywords come into play:
We like to use the term “game connectivity”. Think about:
Of major importance is to think about the emotions your players experience - those can range drastically based on the genre:
Horror Games
Are players nervous and cautious as they walk around? Are jump scares working as intended?
Action Combat
Do attacks have a strong feeling of impact?
Shooter Games
How accurate is each weapon?
Puzzle Games
Are your puzzles providing enough challenge? Are they too hard or too easy?
Cozy Games
Do they bring a sense of calm, peace and happiness?
These are many of the questions to think about as you design your game. Always put the designs to the test:
Utilizing open development can create a community around a game to find your audience and get feedback.
Level design user experience is understanding how a player moves through the level. This relates back to lessons on lighting and game design to draw the player’s attention.
It can be extended further through breadcrumbs that draw your player to a point of interest. These can be:
Let’s take a look at the player’s thought process as they travel through a level:
Once they’ve understood their current path to follow:
These are many of the questions to think about when testing user experience for level design.
Understanding both the macro experience (game as a whole) and the micro experience (individual level navigation) helps create games that feel cohesive and satisfying from moment to moment as well as across the entire play session.