Daanish Syed的真人快打11UI設(shè)計(jì)小講堂
本內(nèi)容來自Daanish Syed的推特,原地址為:https://twitter.com/_DaanishSyed/status/1305321799807311872
隨手做個(gè)翻譯和圖片嵌字,如有錯(cuò)誤歡迎指正。

I'm proud of the work we did artistically, but I'm actually even MORE proud of the work we did structurally. Let's do a quick thread. Our UX designer?@JordanCHedges and the team rebuilt the entire flow from the ground up. 1/
我很自豪我們的藝術(shù)設(shè)計(jì),但我更自豪的是我們的框架設(shè)計(jì)。讓我來簡(jiǎn)單地說一說。我們的UX設(shè)計(jì)師Jordan Hedges和一整個(gè)組重做了這一整套系統(tǒng)。

Typically, NRS games would be split into SINGLE PLAYER, MULTIPLAYER, ONLINE, etc. As modes and designs got more complex, these categories were no longer sufficient. So we grpahed them across 2 types of engagement: length of play, and depth of experience. 2/
通常來說,NRS的游戲里有單人模式、多人模式、在線等等。但隨著模式和設(shè)計(jì)越來越復(fù)雜,簡(jiǎn)單的分類不再合適。所以我們列出了兩條坐標(biāo):游玩時(shí)長(zhǎng)以及深層體驗(yàn)。


We determined that the best way to split up our modes were in two major buckets: A quick, jump-in-and-play experience, and a deeper, narrative or progression-based experience. 3/
我們覺得最合適的劃分方式,是將這些模式歸為兩類:一種是簡(jiǎn)單快速、直接進(jìn)入就能游玩的;一種是更深層的,更具引導(dǎo)性,循序漸進(jìn)的。


From there we filled out the other 2 main categories that we felt were major pillars: Customization, and our new re-worked Tutorial (see?@BrianMakesGames?'s great GDC talk! https://youtu.be/mbSyH3lo1Zg) 4/
因此,我們把另外兩大模塊也加入了主菜單里:自定義和教學(xué)。你可以觀看我的同事@BrianMakesGames在GDC講座上的精彩解說,了解我們是如何制作MK11教學(xué)模式的。


The other thing we felt very strongly about is that the menu structure should not be deep. We resolved to be able to reach any mode in the game withing two menus. In past games, some modes were hidden pretty deep! By using menus AND hubs, all modes could be accessed easily 5/
還有一件我們覺得很重要的事,就是菜單的框架不應(yīng)該太過于深入。我們希望只通過兩層菜單即可選擇游戲中的任一模式。在過去的游戲里,有些模式隱藏得相當(dāng)深!運(yùn)用菜單列表和選擇模塊,你可以輕松地選擇任一模式。


我覺得MK11菜單頁(yè)面的UX相當(dāng)?shù)某霾省jP(guān)于這一部分,我本來有一個(gè)完整的GDC演講計(jì)劃,在活動(dòng)取消之后,我還沒有把它做成視頻。我保證我肯定會(huì)做出來的!