The World Ends With You
Prioritize at-a-glance decision making while giving the player additional tools to explore their inventory in this classic Nintendo DS game
Overview
This theoretical case study covers a redesign of the pin management screens in the video game The World Ends With You, and was done as part of a mentorship with the studio UX is Fine.
This project was a great experience to take my existing UX design skills and apply them in the video game space, exploring the differences between designing for responsive web experiences vs the medium of video games.
Project Details
Studio: UX is Fine, as part of a mentorship program
Team:
Just me, as UX Designer
Key Deliverables:
Game loops
User flows
Landscape audit
Wireframes
Prototype
The Challenge
Take your favorite video game and improve its UX.
Don’t have much time?
Watch a quick 5 minute overview of how the project went or check out the final prototype.
Or…
Keep reading on to learn more about my process and this project
What is The World Ends With You?
The World Ends With You (TWEWY) is an action role-playing game for the Nintendo DS first released in 2007.
It follows a group of recently deceased teenagers in an alternate version of Shibuya in Tokyo, who are competing in the Reaper’s Game for a chance to return to life.
I picked this game for my case study because I personally consider it to be a defining game of the DS era.
Game Loops in The World Ends With You
I started my explorations of the player experience in The World Ends With You by mapping out the major game loops.
As an an action rpg, TWEWY is primarily narratively driven. The player receives challenges each story chapter that require them to make full use of the game’s various subsystems like combat, exploration, acquiring various items, equipping gear with the right properties, and completing environmental puzzles.
I then focused on the sub-systems players utilize to make their characters more powerful.
These subsystems include
equipping gear
altering current fashion trends that impact gear performance
consuming food to permanently improve their stats, and
collecting and evolving new pins
Of these subsystems, I thought the pin management system was the best space to explore for UX improvements as it involved the most complex decision making across many play sessions.
But more on that in a second, let’s take a step back first and explain…
What are pins? Why are they so important?
In The World Ends With You, pins are the game’s combat equipment, loot, and the player’s primary source of income. Pins also evolve based on a complex system involving 3 different types of experience points.
With over 300 different pins, the acquisition and evolution of pins is a significant portion of the game’s collection mechanic and the endgame.
Pins are managed and equipped in their own screen one CTA down from the main menu. Here I have converted the existing screens into wires for easy reference and comparison to the updated screens later on.
Now that we have an understanding of this subsystem and where it fits into the game, let’s dive into the work I did to update and enhance it…
Points of Friction, User Flows, and Areas of Opportunity
My initial audit of the pin management system was focused on identifying any immediate points of inaccessibility or friction. I also looked at systems related to pin management - such as combat and the game’s bestiary/loot tracker.
I found several issues including:
points of high cognitive load between multiple scenes and across play sessions
unclear definitions for pin properties
places where information is conveyed only via color (a significant accessibility concern)
I even discovered that the game has an elemental system that is not prominently displayed to the point that I, a veteran player of several hundred hours, had no idea it even existed!
Here are a few example screens from my audit:
I then moved on to analyzing decision flows involving pins, and how and when these moments change as they occur throughout the player experience.
I broke the player journey down into three main phases - Early, Mid-game, and Endgame - and looked at how the player’s choice of what to equip changes and requires different kinds of support.
My major takeaways from this early research were:
What TWEWY does well:
Eye-catching visuals make for easy scanability
Multiple pin decks and some limited sort options support some management and planning
Acquisition momentum lets players get used to managing a small amount of pins and slowly build up to a large inventory
Weaknesses:
Difficult to pick pins with certain properties (like ability, relative strength, or element) out of the group
Players often rely on handwritten notes outside of the game which can be lost
Opportunities:
Help players track useful information without losing a sense of discovery
Clarify stats for easier understanding
Additional tools to enable power users and completionists to better understand their pin collection
Landscape Audit
My next step was to conduct a landscape audit for inspiration in how other video games handled these challenges.
Since The World Ends With You pin system is somewhat unique, I looked at games of different genres but with similar aspects such as:
planning across multiple play sessions
high volume of collectibles to obtain, organize, and evolve
wide variety of players spanning casual story-driven players and end-game power users
The Pokemon franchise was a clear choice as Pokemon evolve depending on different conditions, have a wide variety to discover and collect, and players often make plans across multiple game sessions.
The Pokemon series does an excellent job of balancing the interests of casual players against the needs of the power user.
Individual screens are quite light and digestible, but features like the Box Management have dense tools like search to find specific Pokemon in the eventual high volume.
For inventories that manage large volumes of collectibles, I looked at looter shooters like Borderlands, deck builders like Hearthstone and Legends of Runeterra, and gacha games like Genshin Impact.
These games use robust tools like sort, search, sub-categories and filtering to allow players to reduce the amount of material on the screen, aiding decision making by helping the user focus on a refined set of choices.
My general takeaways from the landscape audit were:
Distribute stats across more pages with lighter load per page, keeping critical info up front and letting those less often checked stay back
Simplify the full inventory view but provide additional tools to manage at a high power user level
Leverage large visible elements and let many pins be visible at once
Updated Flows & Wires
I took all of these discoveries into consideration when updating the flows and wires for the pin inventory system. These new flows call out where I’m adding new features or support for previous points of friction.
For the updated wires I’ve both refreshed current screens and added new features, and to make it easier to navigate I’ve provided the original screens for comparison.
Top Screen - Updates
For the top screen I wanted to focus on both decreasing the density of data on each screen while also making all the information more easily scanable.
The first tab has the high level information with the new additions of elemental type and a readout of the previously color-only PP bar indicator. I’ve pushed less commonly needed information like stats to later pages, and added the ability to track discovered evolution paths.
Bottom Screen - Updates
For the bottom screen, where the pins are managed and organized, I wanted to keep the primary focus on the large visual images of each pin. I pulled the sell function away from the location of equipped pins to decrease the likelihood of accidentally selling a pin, and made that panel collapsible.
Updated Sort Function
The previous sort only allowed sorting by pin number and by “psych” , a term that does not seem clearly tied to any specific properties of a pin.
I’ve replaced it with a sort by “class” - a clearly displayed grade each pin gets for their relative power - as well as adding a sort by sell value.
New Features
Newly acquired pins now have a New indicator until they’ve been selected by the user, making it easy to see what hasn’t been viewed yet.
For any pin, a player may click on the stamp icon and choose one of several marks to attach to it. The options picked are shape and color independent, and their meaning and use are left up to the user. The choice of four are intended to suggest the idea of a “favorite” as well as 3 options color coded to the different types of PP a player may want to use to level them.
New Feature - Marking
The second feature is a visual search inspired by the Pokemon series. It allows for a wide variety in parameters, and then filters the results by fading out all pins but the desired matches. This way the users aren’t taken away to a separate search results page, but can still easily discern their matches amidst the large volume of pins.
New Feature - Search
Prototype
Finally, I also converted these wires into a prototype, which you can check out here.
Summary
This work was a great project to see the similarities and differences between video game UX and UX outside of the industry. Working with circular game loops as opposed to user journeys means taking into account how a player’s decision making evolves over time, approaching the same decision from a changing perspective.
I enjoyed the mentorship and appreciated all the support and advice from the UX is Fine team!