Research and conceptualization

Problem

Role-Playing Games, (RPGs) like any other genre, contain their share of unique titles. Nier Automata (NA) is one such game, notorious for being designed specifically to thwart so-called “completionists” with its obscure lore, vague instructions, and several head-scratching achievements.

A companion app designed to assist NA players. A familiar layout and minimal design help the necessary information pop out so players can peek in for the tips they need and pop back into their game. A more robust host of features provides more than the game does and reduces time spent in a research rabbit hole.

Research

My problem could be divided into two:

  • What did other companion apps look like?

  • What do players usually complain about in their games?

Scouting out the competition

My initial understanding of the problem was informed by the numerous other companion apps I had used or tested out to better understand their patterns. I also knew from previous experience that wikis, or online fan-made publications, catered to players from all skill levels as libraries.

So as not to reinvent the wheel, my companion app would have to resemble these apps and sites and their layouts to some extent.

At the end of this research, several key features emerged:

  • An interactive map. Players appreciate being able to set waypoints on their app to inform their in-game travels.

  • Cover all the fundamental information. Whatever the game muddies should be crystal clear here.

  • Maintain flexibility by providing external links to highly specific sources of information, such as special weapon combos or game system breakdowns.

Having conversations

To see the most prominent pain points players experienced during gameplay, I reached out to a few NA-centered online communities. Unfortunately, it took multiple weeks to recruit research participants because

  • Online forum users shy away not only from suspicious survey requests, but also from social contact in general.

  • Participants were not paid.

In hindsight, I should have surveyed RPG players in general. Given that NA is an RPG itself, even respondents who didn’t play NA could have given valuable insight. Still, the research was completed, and three major complaints emerged:

  • Onboarding is nearly nonexistent.

  • Information is difficult to access or is vaguely communicated.

  • Self-driven research is tedious and discourages most players.

These complaints were not exclusive to the inexperienced players, either--even veterans acknowledged their awkward beginnings and hours spent looking up obscure facts. 

Synthesizing research

The thoughts and sentiments gathered during my research contributed to two user personas. Where were players coming from? How familiar were they with specific systems in games? What kept them going? Whether a player knew exactly what they were doing, how willing they were to accept help, or how much help they wanted were taken into consideration when deciding on appropriate features.

For example, a speedrunning timer and leaderboard were not included because such features cater to the top percentile(s) of a given gaming community. On the other hand, lore entries and specific progression strategies would cater to a wider audience.

Sketching and wireframing

First Drafts

The lack of complex procedures and tasks allowed for a swift drafting process.

Whereas more common app types such as e-commerce or travel would include agendas or checkout screens, a companion app will not venture too far from its main purpose: providing actionable information in as few clicks as possible.

Wireframes and red routes sprung naturally to meet the direct nature of the jobs to be done, with little changing in the fundamental structure and presentation from iteration to iteration. The “information-first” directive kept routes as linear as possible, with crossovers only occurring when necessary. 

Because information was sorted into list upon list of item, quest title, or enemy, the biggest problem to tackle was maintaining the player’s attention. Even the most resilient of attention spans can falter when scrolling past line upon line of text. However, due to competitors sticking to the “list of items” approach, the design was kept throughout the sketches and wireframes. The only carousels implemented were used to consolidate menus at the top of the screen instead of being hidden behind a hamburger button.

Preliminary tests echoed the concerns associated with the lists, but lauded the use of the top-mounted menu carousel and echoed its resemblance to NA’s own menus. It was decided from this point on that more thought be given to the presentation itself, with further iteration being saved for final polish to address issues brought up during prototype testing.