UX Principles
These are the UX principles we'd like to apply to Tribe of the Accord in the context of the 'User' AKA Player of the game.
Controls and Feedback
- Intuitive and simple controls.
- Clear feedback on player actions (visual and audio).
- Contextual action prompts (only when needed).
- Smooth, non-sluggish and responsive player movement/attacks.
- Vibration or haptic feedback to reinforce player actions (for controllers).
- Use audio cues to differentiate between enemy types or attack patterns.
- Provide visual or haptic feedback when low on health.
User Interface and HUD
- Minimal and non-intrusive HUD.
- Visual hierarchy to focus on key elements (e.g., enemies, objectives).
- Avoid overcrowding the screen.
- Provide clear and consistent visual distinction between interactive and non-interactive elements.
- Ensure important information is always visible (e.g., health bars, focused weapon, items).
- Use consistent iconography and symbols for items and actions.
- Offer a quick-access inventory or action wheel for frequently used items.
- Provide clear labels for game settings, with explanations of each option.
- Ensure responsive menus with fast navigation.
- Create scalable UI elements for different screen sizes or resolutions.
- Create consistent UI shaped around a defined branding and theme.
Camera and Navigation
- Camera follows player smoothly without disorienting movements.
- Offer an in-game map with markers for important locations.
- Implement dynamic lighting to guide players subtly without over-explaining.
- Provide visual or audio cues for off-screen threats or important events.
Progression and Difficulty
- Clear mission objectives and progress tracking (e.g., maps, quest logs).
- Enable auto-saving to reduce frustration from lost progress.
- Reward exploration with secrets, items, or lore.
- Balanced difficulty progression (avoid spikes).
- Gradual introduction of new mechanics and abilities.
- Maintain a consistent difficulty curve, ensuring steady challenge without sudden spikes.
- Provide clear goals and sub-goals to prevent confusion during quests.
- Include a "New Game+" or replayability feature to enhance long-term engagement.
- Provide clear distinctions between quest types (main vs. side quests).
- Implement vibration or haptic feedback to reinforce player actions (for controllers).
Accessibility
- Allow key rebinding and control customization.
- Include accessibility options like colorblind mode and audio adjustments.
- Independent volume controls for sound effects, music, and voice.
- Include an option to pause or slow down the game for accessibility or more casual play.
- Fonts should be legible with multi-lingual support for those who speak languages other than English - Example font
Audio and Visual Cues
- Audio cues for important in-game events.
- Provide visual indicators for invincibility frames or damage immunity during specific actions.
- Use clear visual or audio alerts when a critical event occurs (e.g., boss battles).
Onboarding and Tutorials
- Gradual introduction of new mechanics and abilities.
- Avoid 'sign-post' tutorials and instead rely on environmental cues for teaching.
- Provide optional hints or tips for challenging puzzles or tasks if the User stalls.
Game Flow and Immersion
- Forgiving design with checkpoints and recovery options.
- Clear fail states and quick recovery options.
- Allow players to skip cutscenes or dialogues if they choose.
- Implement clear loading indicators to manage player expectations.
- Use consistent pacing to prevent too much downtime or overwhelming action.
- Ensure fast and efficient loading times to maintain immersion.
- Support multiple save slots to give players flexibility.
Story and Engagement
- We need to strike a good balance ratio between storytelling (non-engagement) and action (engagement), with action being the focus.
- Allow players to review story cutscenes, dialogue, or important info in a log or journal.
- Provide a "New Game+" or replayability feature to enhance long-term engagement.
Performance and Optimization
- Ensure consistent framerate and performance across platforms.
- The User should not feel that the game is stuck/frozen at any point.