Creating design UX/UI design of mission tracking system for a console game
Task statement
Design a mission tracking system for an open world RPG console game with main and side missions. The goal is to make it clear to the player what they need to do.
Assumption
I decided to show system of quests, their states and progress tracking, also to show how player will see objects to interact with while mission completing.
Question’s areas
What would we need to know to design good system from outer world of UX.
- What would we need to know gamedesign elements that this system will be connected with, so that will be the first.
- Similar systems in other games that are already existing will be a good advantage.
- Deadlines and technical restrictions.
- What gamedesigner want player to feel overal and what voice game must to speak with player.
Mission tracking system description
First of mission tracking system is a part of two bigger systems: Player Progression and Tutorial. First steps of player in a new game world are supported by quests that push player to explore the world and character. Tutorial helps player to discover the world and is a part of Player Progression system.
It means that our mission system must serve goals of Player Progression and Tutorial systems.
Player Progression
Player progression system at RPG helps game to give player
- a story
- challenges
- world discovery
- rewards (as a resource for empower challenge and world discovery)
Smart setup of quests and gameplay mechanics can give player a long live immersion and experience through all game.
Every player’s valuable step must have positive or negative feedback.
Tutorial system
This system is a part of player progression , but more valuable because if this system will be bad — we can lose a player completely. Tutorial is placed in the first parts of a game and on steps where user receives a brand new mechanics (late game or DLCs).
Examples
Example of quests differentiation by complexity. The Witcher 3 Wild hunt have badges and level requirements that differ quests from main part and DLCs. This elements help player to understand when he can start to completing these quests.
Quests separation and tracking buttons example at AC: Odyssey:
Action Phase example of Point of Interest systems. We see where quest point is according to our place and see the “short” info about our quest (not so short, tbh)
Mission tracking system — Result (creating visual UI)
So I connected decisions and examples from several games with my own experience in games and made this short preview of mission tracking system. World images example are from GOW, texts are fake.
Types of missions at UI screen
- Main
- Secondary (non primary for progression)
Types of states
- Not active Can be hidden if not required now. we can show it only if there is a game design requirement to motivate player to unlock it.
- Active There are quests that player progress right now, even his level is too low for them.
- Targeted Is a state when player see next step of the quest on his minimap and on the compas in the top of the screen.
- Blocked Not represented here, but quest can be locked by item, level, location or other quests etc. And it visual representation will depends on it.
- Failed Not represented here, but this state is like completed, but player received no rewards or negative feedback from it.
- Completed
Tracking system at HUD
HUD elements
HUD (mission state progression)
- Mission failed not represented here
- Mission completed
In World
- 3d objects not represented, but it can be some VFX or NPC that waiting for player to run a script.
- UI objects highligts (POI)