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Mission should clearly displays the ongoing information of quests while keep the interface concise. Designer should consider user needs, then push the most user needed promotion of quests to user, not just wait the user to find and response.
Mission should clearly displays the ongoing information of quests while keep the interface concise. Designer should consider user needs, then push the most user needed promotion of quests to user, not just wait the user to find and response. Displace the quest title and goals at the first place. Take Jurassic Park Builder for example in this article.
Displace the quest title and goals at the first place
The goals of the quest should be clear, it means let people know what the goals are easily. The title and the goals of the quest should easily for player to refer to. In Jurassic Park Builder ,information of the quest are not very easy for user to check, because they don’t display the goals and title by a first glimpse, you have to click the icon to open a new interface to see the goals and title of the quest.
So I propose:
Display quest title and goals on main interface when hovering on quest icon, or
Always display the quest title and goals on main interface.
What they should do to meet the goals of the quest
Player may don’t know how to complete the quest just see the title or goal of the quest, they should have the tips about how to complete it. One method is one key to automatically complete the quest, another is briefing the quest in the interface to let player know how to do. Both have advantage and disadvantage. The front is no brain and player may forget how to do that again without tips, latter is letting user to think, but not cost your brain. The tip interface normally need to be clicked to open.
One key to automatically complete the quest
Tips how to complete the quest
What is the degree of completion of goals now
Let players have a sense of where they are standing now, they should know the degree of completion of quest, so that they can anticipate time to complete the quest. I think it is better for user check that on the main interface.
Display the degree of completion when hovering on quest icon, or
Always display degree of completion of goals
4.What are progressing?
When player do something that progress the goal, you should let them know they are progressing. The real time feedback is important, it give player a positive enhancement and keep they going towards goals.
The icon of quest should change when quest is progressing, but only for a while and
Sound for a while
5.If goals are completed
When completing the quest, the UI should give player a clear signal, either by popping up new panel or quest icon change for reminding player to click. It should give player a sense of competent as the main reward loop. To decide which ways to use, you should take game flows into consideration.
Instantly pop up an interface to inform and congratulation players, or
Change the icon of quest to inform player to check.
6. Don’t leave player without quest
Don’t leave player no quest to complete at any given time. In Jurassic park, when I complete the quest of the level they are left with no quest to complete unless they reach a new level. It give me a sense of lost, because I already used to make quest as my player guider. I think it is better let me challenge quest constantly.
7. Remind player how easy they will complete a quest and how closely they will complete a quest when they are near the complete point, and give them a shortcut button to automatically complete them. It could be how many time or how many counts or how many friend, how many coins or how many money they need to complete those quests and have the prizes.
Players will feel:
You are so kind
You are so smart
You are so attentive
They are so efficient
They are mastering the game
They are severed as a king
Remind players when they will complete a mission just buy a little easily, and give them a shortcut to do that.
Remind players when they will complete a mission just buy a little easily, and give them a shortcut to do that.
Remind players when they soon will complete a mission that you decide player may be more possibly induced to complete through your reminder.
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