Optimize Gameplay
The franchise recently launched their latest title, Zelda: Tears of the Kingdom. The game arguably is lacking in some areas for User Centered Design.
I address and provide solutions for what is a better User Experience.
Time to Design Concept
1 week
My role
Product Design
The Problems
- Quick menu horizontal scroll, needs to cycle back through.
- Fuse to arrow, attack power needs to be visible.
- Favorites system – Filtering by “most used” guarantees only ~10 items are used.
- Cooking pot should have less clicks instead of Menu -> Hold -> Aim -> Drop.
- Horizontal navigation is only a single row.
- Changing clothes with every condition gets tedious.
- Should have a “Swap” option instead of Full-> Drop -> Pick Up sequence.
- Spirits combat system makes using their abilities challenging.
- No sort icons on map.
- Constantly pressing “Skip” during repeated cutscenes.
- Stamina/Hearts individually can be a long process.
- Can only see materials for clothing enhancement by visiting Great Fairy’s.
The Solution
- Horizontal scroll now features an additional row.
- Can customize a top 15 inventory system.
- Stamina/Hearts bulk application
- Introduced an approach and cook system.
- Spirits combat system optimized for a better experience.
- General skip feature appears when the Demon King is destroyed to skip repeatable scenes.
Notes and Research
Current Product Analysis
Main issues revolved around repeating tasks. Creating valleys in the User Experience, and sometimes, even frustration.
Focus : optimize bulk actions and customized features.
Prioritize : information and create an experience with less button mashing.
Majority of the audience of the game is between 24 and 35. This group is already accustomed to customizable menus, I recommend adding this feature.