View profile

The Acagamic Tip Tuesday - Issue #6

The Acagamic Tip Tuesday - Issue #6
By Lennart Nacke • Issue #6 • View online
Welcome back to The Acagamic Tip Tuesday.
Each Tuesday, I will send you a tip from the world of UX Research & Design for games. At my website The Acagamic, I focus on training people to become better researchers and designers for games and beyond.
Each tip will only take a few minutes to read.

Tip of the week
Be consistent and clear in your feedback choices in your games. Consistency is key. Feedback must be clear.
Consistent patterns in games that match players’ expectations are critical for a smooth gameplay experience. If you make an aesthetic choice for your feedback, be consistent in how you present the feedback to the player and make sure the feedback is clear.
The gore in Elden Ring is used as feedback, but assisted by a life bar that depletes.
The gore in Elden Ring is used as feedback, but assisted by a life bar that depletes.
The colourful theme in Fortnite uses coloured numbers to provide feedback.
The colourful theme in Fortnite uses coloured numbers to provide feedback.
Uncharted 4 uses less UI feedback and relies more on character animations.
Uncharted 4 uses less UI feedback and relies more on character animations.
Dishonored as a stealth game blends UI and immersive elements of feedback.
Dishonored as a stealth game blends UI and immersive elements of feedback.
Three Tweets
Alex
I found it, the Elden Ring with the "good UX" https://t.co/MBEbLPIonx
Ben Taels
While there are UX issues with Elden Ring, I do still generally stand by this assessment of the genre I made back when Bloodborne came out https://t.co/K7iztLuFnX
Dana Nightingale 💛
The sixth thing I worked on at Arkane was "Eminent Domain" for Dishonored's DLC, "The Knife of Dunwall". This is what we made instead of the very expensive Clocktower map. 1/14 https://t.co/YmTHWsAznT
Two Videos
Breadcrumbing in Level Design: Guiding your player from A to B
Breadcrumbing in Level Design: Guiding your player from A to B
They did WHAT in Deathloop??
They did WHAT in Deathloop??
Two Links
Elden Ring's Minimal UI And HUD Elements Have Started Maximum Dev Debates
The Usability of Bloodborne
If you’re not getting value from these tips, please consider unsubscribing. It’ll clear up your schedule for more important things for you, and I really won’t mind.
If you enjoy this newsletter and you are feeling generous, then please share the newsletter on Twitter.
Until next week,
Lennart Nacke
Did you enjoy this issue?
Lennart Nacke

Each Tuesday, I will send you a tip from the world of UX Research & Design for games.

In order to unsubscribe, click here.
If you were forwarded this newsletter and you like it, you can subscribe here.
Powered by Revue
Lennart Nacke, 330 Av Avro Pointe-Claire, QC H9R 5W5 Canada