10 Things You Didn’t Know About Video Game UI

7. Why That One Type Of Skill Tree Is EVERYWHERE

Dead Space
Ubisoft

It can really suck when you start a game and have absolutely no idea what you’re supposed to do, or where you’re going. Believe it or not, it’s one of the jobs of the UX designer to ease that confusion (and I’m not just talking because we’re the guys that make the mini-maps!)

But how do you teach the player where they’re going or what they’re doing without just... telling them outright?

Well, you can give them a hint... with "progression paths".

You might notice that progression trees look like roads or literal pathways, and that’s to signify the path the player subliminally understands themselves to be on. And, as you get to see all of the abilities you might potentially unlock, it gives the players clues to how they might tackle the game ahead.

For example, you might have a late-tree unlock which allows your player to climb up vine-covered walls, which tells the player “oh, the vines aren’t just for show, then?”, which subsequently becomes “well, I guess whatever’s up in those vine-covered high-up areas must be really important - that should be my goal”.

And, voila - suddenly, just reading a progression path/tree has given the player an immediate narrative.

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Dead Space
 
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Hiya, you lot! I'm Tommy, a 39-year-old game developer from Scotland - I live on the East coast in an adorable beachside village. I've worked on Need for Speed, Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more. I enjoy a pun and, of course, suffer fools gladly! Join me on Twitter at @TotoMimoTweets for more opinion diarrhoea.