10 Things You Didn’t Know About Video Game UI

3. The Basic Principle Behind Loot & Unlock Icons

OVERWATCH LOOT BOX
Blizzard

Feedback to the player is one of the facets of UX that seems simple, yet can be extraordinarily tricky to get right.

Do you trickle-feed your players lots of lovely scrumptious bites of reward-y goodness, or do you hold out on them and give them one enormous, explosive, giganto-reward?

However you do it, you need to make those rewards worthwhile. And, unsurprisingly, one of the simplest ways of conveying value is to use imagery that the player associates with a sense of wealth.

You probably didn’t realise how often you’re being manipulated this way, but colour-coded items always have purple (the regal colour) to signify “important” items, and gold (the... well, money colour) to signify the “best”.

Icons that signify progress/winning are almost always rosettes, coins or trophies (and even other, less obvious stuff like stars are always made of gold, of course) - hell, PlayStation charts your personal value in tiers of trophies, whilst Xbox has its own currency (signified as G, or Gamerscore).

You may THINK you’re earning a new special power, or secret attack, or even just EXP., but the next time the big flashing lights start - look at how much is all about the money.

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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.