UX Mobile Game Design Guidelines

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For more than 10 years I have been working as a game designer in very successful companies (senior game designer at Matific, leading game designer at TabTale, owner of Lookandfeel Games), and all this time I had the privilege and ability to use data received from hundreds of millions of users from all the world. It is time to share my knowledge with the world.



For a long time, game designers used data from playtesting, usability testing sessions and reports to ensure maximum usability for their players and products. Work in large gaming companies is good because you have a specialized department for analyzing game data, reporting on the pros and cons, giving advice and introducing trends.



"It's a pity to disappoint you, but your idea did not work."



Disappoint? Why on earth! Thank you for giving me the opportunity to rethink my design so that I am not mistaken in its correctness. How else could I cultivate? How else to achieve mastery? Thanks to data analysis, good ideas are duplicated and applied in my next projects, and “test balls” are improved or discarded in accordance with it. Here are the "bibles" of my recommendations with lessons learned from over 250 games. The evidence confirms that they increase monetization, player retention, gameplay, and engagement.



UI Location



If we consider mobile games and take into account that most players are right-handed, then depending on the orientation of the device it has convenient and hard-to-reach areas:









Take a look at examples taken from various mobile games:









As you can see, in the most easily accessible area, it is best to place interactive elements that lead to monetization:



Store Button



More apps



Advertising









Users are likely to interact with these elements, alas, sometimes even by mistake. We call such errors “black UX” (dark-UX), but it is proved that it increases profit. Please note. that in the case of advertising, at the bottom of the screen you need to add a border between advertising and interactive content with a height of at least 10 pixels in order to meet the advertising requirements of most platforms.



Sliders



As space on the screen is limited, and game content is becoming more and more, the sliders turn into a very convenient component that allows users to show more options for additional content without having to leave the main scene.



Here are five examples of slider designs, including horizontal or vertical scrolling used to select a world, a store, a choice of landscape / object category, a choice of portrait / object categories, and an avatar setting:









Since the content of the sliders extends beyond the screen, we need to help users understand that there are other content inside. Here are the recommendations for the sliders:











Popup windows



Pop-ups are a good component of games used to send players abstract and informational messages. Useful recommendations for their use:











Advice:



  1. Touching a darkened background should close the pop-up window similar to pressing the "Close" button, unless it is a pop-up window of the store - then the store should close only when you click on "X".
  2. Pop-up windows with a lot of text (for example, with an introduction to the plot) should display the “X” or “Continue” button only after 2 seconds. Due to this, users are more likely to read the important contents of the pop-up window, and not close it immediately.


User selection (via pop-ups)



As I said above, many pop-ups require user action because they offer users a decision. Here are some examples of pop-ups asking users what to do next - do you see the pattern?









As you can see, this rule is used here:



The user's decisions, which are good for the game, are located on the right side of the pop-up window - as game designers, we want players to confirm the purchase, share the game, spend in-game currency, etc.:









The user's decisions, which are bad for the game, are located on the left side of the pop-up window - as game designers, we DO NOT want players to exit the game, disconnect, reset progress, etc.:









Although you might think that this is dark UX, in fact, this principle greatly helps the user - we don’t want users to accidentally reset their progress? Be that as it may, the main goal here is to lead users to the solution you need, which is good for KPI games (in-game purchases (IAP), retention, engagement, virality, user posts on social networks (sharing ) and so on).



Tip: associate the color of the button with its function (negative - red, positive - green, neutral may be blue).



Reward video



In recent years, promotional reward videos have become the industry standard as part of the freemium mobile gaming model. They increase profits and are seen as a win-win situation (users who agree to watch an ad will receive an in-game reward in exchange).



The icon representing the video advertisement for the reward should look like a cinematic clapperboard with a playback symbol (we tested many different icons and this turned out to be the best).







Here are some examples of offers to watch reward videos from different mobile games:









As a game designer, you should carefully consider what the prize will be, how to reward the user, and "how long." Key strategies:



Permanent - after watching the commercial, users receive a prize for an unlimited time (for example, an item that is added to inventory and stays there permanently).



For the session - after watching the commercial, users receive a prize and it is available for use within the current session. If you exit the game and return to it later, the prize will be lost. This can be useful for increasing session time.



On the scene - after watching the video, users receive a prize and it is available only at the current level (for example, it can be a bonus or “another life”).









The prizes for the video should be significant, not a “trifle”, otherwise users will not want to spend their time on advertising. A game designer should think about what users in your game want.



Tip: Do not tell users what reward they will receive to make it more exciting (stimulate their curiosity and desire to be surprised and increase the likelihood that they will watch ads).



Draggable objects



For mobile platforms, “dragging and dropping an object” is an intuitive game mechanic, however, there are often cases of its incorrect implementation that harm the game process. When exporting game resources, such as PNG files, their design can be very creative, but "inside" the device they are all rectangles with transparent areas.



The standard anchor points for the rectangles are either the upper left corner or the center of the image. You, as a game designer, must demonstrate to the player how the object should be dragged, as if it were dragged in the real world, and where the point should be located for which the user should drag the element:









Standard anchors are often located outside the draggable object (in the upper left corner). Even if the point is moved to the center, dragging in most cases will seem illogical to the user.



Here are some important guidelines for working with draggable objects:



Set the draggable objects for their own anchor point offset so that the user's finger does not hide them: most often, the standard anchor points need to be changed and create their own offset so that the draggable element is visible despite the user's finger.

















Tip: pulling is usually easier than pushing (i.e. right-handed drag and drop from left to right is easier than from right to left). If the game is intended for children, then in design it is better to make the user pull, rather than push.



Rate App Dialog Boxes



Many game designers use the Rate us dialog box too early, urging users to evaluate the game’s experience even before they make an opinion about it. With proper implementation, the “Rate the game” window helps in obtaining good ratings in stores and promotes organic promotion. How to implement it correctly? Users should see this window in the following situations:











To maximize the likelihood of users evaluating the game, the "Rate the game" dialog should have the following design:





Tip: never use the phrase "5 stars" - this violates Apple's rules.



Store Dialog



Dialog box design is critical for sales. Often in the store’s dialog box, along with other in-game purchase options, there is a “Full Version” item. Here are some examples:









To maximize the number of purchases of the full version, you can use the following recommendations:





Tip: if you are selling content like additional levels, worlds, etc., then allow users to access the blocked content screen, and only then open the store’s dialog box with a darkened background below it (and don’t open the store window “outside” when you click to blocked content on the level selection screen).



Conclusion



I am glad that I had the opportunity to share knowledge with the community and I hope that this information will be valuable to many game designers, game developers and product owners. This "bible" of recommendations for UX game design was formed on the basis of big data (and they are really BIG - only one TabTale had more than 2 billion downloads, and the company itself was in the Top 10 publishers of the world for several years in a row). I also watched how these tips worked in real life for more than 500 users (Matific has the opportunity to watch how more than 500 users play my games at major events of the Israeli Ministry of Education, where children from all over the country compete on annual mathematical Olympics). I want you to remember - these are not some kind of “rules”, but real advice developed from experience. I recommend you master them to use as a foundation, but do not expect them to magically transform your game into the next big hit.



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