Daanish Syed的真人快打11UI设计小讲堂
本内容来自Daanish Syed的推特,原地址为:https://twitter.com/_DaanishSyed/status/1305321799807311872
随手做个翻译和图片嵌字,如有错误欢迎指正。

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/
我很自豪我们的艺术设计,但我更自豪的是我们的框架设计。让我来简单地说一说。我们的UX设计师Jordan Hedges和一整个组重做了这一整套系统。

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/
通常来说,NRS的游戏里有单人模式、多人模式、在线等等。但随着模式和设计越来越复杂,简单的分类不再合适。所以我们列出了两条坐标:游玩时长以及深层体验。


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/
我们觉得最合适的划分方式,是将这些模式归为两类:一种是简单快速、直接进入就能游玩的;一种是更深层的,更具引导性,循序渐进的。


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,我们把另外两大模块也加入了主菜单里:自定义和教学。你可以观看我的同事@BrianMakesGames在GDC讲座上的精彩解说,了解我们是如何制作MK11教学模式的。


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/
还有一件我们觉得很重要的事,就是菜单的框架不应该太过于深入。我们希望只通过两层菜单即可选择游戏中的任一模式。在过去的游戏里,有些模式隐藏得相当深!运用菜单列表和选择模块,你可以轻松地选择任一模式。


我觉得MK11菜单页面的UX相当的出彩。关于这一部分,我本来有一个完整的GDC演讲计划,在活动取消之后,我还没有把它做成视频。我保证我肯定会做出来的!