Amid all controversy surrounding Cyberpunk 2077, I also have my share of issues with the game. Not only did my physical copy arrive late, because of COVID-19's impact on postal services, but I also had all the well-documented issues playing the game on PS4. When I finally got my hands on it, I had fun and time flew by while playing. The world is so detailed and enjoyable; it’s impossible not to lose yourself in it.
Despite the fun I had, I did notice some UX issues throughout. The menu navigation could be improved. The imperfect organization of information also impacts some tasks that players need to perform inside the menu —taking time to understand the connections between elements and taking time getting there, etc. Some stuff is excellent, such as giving you a heads up if you have new items available (a “new” badge inside the item card); the number of cards and information is so dense that these small tips are beneficial. …
How do you become the Doom Slayer? Onboarding a new player to any game is an important design challenge for game developers, but it can be especially challenging in games like Doom Eternal. The development team need to ensure that the experience is finely balanced for both totally new players and longtime series veterans. In this Games UX piece, I take a closer look at the learning process behind Doom Eternal’s first mission, and how the game introduces itself to players more generally.
Doom Eternal is a first-person shooter developed by id Software and published by Bethesda Softworks. The player becomes the Doom Slayer, tasked with a mission to stop Hell’s devastation of the Earth and the extermination of humanity. With a variety of armour, firearms, melee weapons, and other awesome weaponry, the Doom Slayer battles the forces of Hell at a hard and fast pace. The game pushes players even further by supplying health, ammo, and armour if the players aggressively battle the enemies, as a proper Doom Slayer should. …
Xbox Passkey is a 6-digit code that users can utilise to access their Xbox Live account rather than using an email and password. In this piece, I’m going to explore how the Xbox Passkey service could be improved. Let’s dive in.
The Last of Us Part II is an action-adventure game developed by Naughty Dog. It’s set a few years after the events of the original game, released in 2013. Whether you are new to the series or not, it’s worth mentioning that SUPERJUMP has covered The Last of Us Part II very extensively. Here are a few primers to get you in the mood, should you want to dive in further:
I was playing Yakuza Kiwami and commented with a friend that the Majima Everywhere feature was entertaining. He did not believe me.
— You will get tired of him.
— No, I won’t. Even if that extended to real life, I would still have fun.
I don't know when to stop a joke, so I just decided to transform this statement into a design exercise: an app like Pokemon Go, but instead of catching pokemon, you will be caught by Majima. Everywhere. Literally.
So this is the video presentation of the final Case Study:
If you don’t know what Majima Everywhere is or if you want to learn more about the process, here it…
This piece is a continuation of my last article on Yakuza 0, titled A UX Analysis of Real Estate Royale, Yakuza 0’s Game Within A Game. I recommend checking out that piece first for a primer on Yakuza 0 itself (as well as, of course, my analysis of the Real Estate Royale mini-game).
I will take a moment to re-state the structure of this piece though, as part two follows the same overall style of part one:
Before I get started, I want to explain the structure and goals of this piece. I’ve divided the content into the following five sections:
Yakuza 0 (2015) is an action-adventure game developed and published by Sega. It’s the sixth game from the Yakuza series, and the player follows the story of two characters, Kiryu and Majima. …
The Last of Us II (2020) is an action-adventure game developed by Naughty Dog. The game is set after the events of the previous game, The Last of Us (2013), and the player can control two characters that live in a post-apocalyptic world.
In this single-player game, a player can use firearms, improvised weapons, and stealth to fight enemies (humans, dogs, and infected — zombie kind of creatures). The player also interacts with the environment by jumping, climbing, and navigate by horse or boat, using the environment as an advantage to hide or attack.
The player has a variety of weapons to use — long-range, short-range, and melee weapons; attack equipment like Molotov cocktails and smoke bombs; health kits; silencers and “distraction” items (bottles or bricks) — to help them survive. …
Continuation of the last article UxD Playing Games: Yakuza 0, part1. If you have already read part 1, you can skip “The game” and “Conditions of Play” to “Club Cabaret Czar”.
Yakuza 0 (2015) is an action-adventure game developed and published by Sega. It’s the sixth game from the Yakuza series, and the player follows the story of two characters, Kiryu and Majima.
The game is set in an open world environment where it is possible to battle enemies on the street, play mini-games, speak with people, etc. …
Since this is the first “sort of” analysis it’s important to explain the structure and goals.
1 — What is the game: It’s important to introduce the game and give context to people that have never played it and are interested in the game.
2 — Conditions of play: Conditions of play can give some insight about UX issues that may arise (like the visibility of copy).
3— Explain the part of the game that is the focus of the analysis: follows the logic of the first point, but with a more detailed explanation.
4 — What I would change + How I would change it (with my redesign of UI elements): It did not felt right to just point stuff out, it’s a much more challenging analysis if you make a redesign. It forces you to see the other side, to put yourself on their shoes, and think the UI in the context of the game. …