Make your game less annoying... - Warriors Orochi 3 Ultimate - Design Run
Learn about how to remove busywork from your game to make them less annoying to play. Busywork is a result of certain systems being added in the game or certain design decisions being made that introduce small tasks that need to be completed. For example, a gear or inventory system can be a really awesome mechanic in your game but adding gear or inventory might introduce the busywork task of having to return to a shop or merchant to sell all your stuff to free up inventory space. You can also think of it as small management tasks that don't further the core game loop but need to be completed to play optimally or for certain systems to function.
For this video, in Warriors Orochi 3 we look at the premise of the game by quickly going over the story introduction then discuss how this promotes mechanics the lean on busywork.
The player needs to build up their army and they do this by taking part in battles that are completed by playing in a three character team. Each of these characters have a there own equipment and level and optimizing them before each battle is key. You then select a stage to battle on and take part in a large scale battle where you defeat hundreds of enemies.
In the camp, the way that most of the menu's and actions that need to be taken are set up introduces a lot of busywork to the task of playing the game.
In game design and game development, it is a good idea to reduce the busywork down to as little as possible. This allows players to spend less time fiddling in menus and more time engaging with the core game loop.
My solution to this was to add a menu to the camp screen that provided me with all the options I regularly used. Using the idea of surfacing options that I regularly use and placing them in easy reach, one button press away.
I also used the idea on not having to remember anything for this menu and took a leaf from many recent games (such as Horizon:ZeroDawn and Assassins Crees Origins) and used the ui technique of pinning things to the HUD. This meant I could always glance down instead of having to remember things.
I also explain what needs to be done after a battle in succession and then revisit this once I have introduced this new menu to illustrate how my solution cuts down busywork and it easier to get into battle.
All of the information you learn in this video will help you design and develop better video games in the future.
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