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Star Wars Battlefront II
Understanding and improving the anatomy of online multiplayer game
A banner image reads: Star Wars Battlefron 2. The UX strikes back. The words are in the style of the star wars title crawls, yellow letters sprawling across a sea of stars.
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Interaction Design for Deeper Emotional Impact

Team

Individual Project

Role

UX Designer

Tools

Figma
Invision
Illustrator
Photoshop

Timeline

Feb 22 - Mar 22

Project Overview

Background

I'll be honest, as of writing this, I've spent about a 100+ hours playing this game. While it had a rocky release given its loot box policies, Battlefront II has had an incredible redemption arc. It has since gotten rid of all loot case and micro-transaction elements while focussing completely on delivering on its post-launch content roadmap. And while I believe EA and DICE has made a fantastic first-person shooter with breathtaking visuals and sound design in a way that has made it quintessential to the Star Wars experience, I came to realize a few glaring issues with the user experience of its main menu system, especially the play section.

Navigating Battlefront II's sprawling main menu system can seem overwhelming as its many branches and the amount of navigation required to traverse them makes it hard to create a clear mental model of the overall architecture.

Project Vision

So how do we improve the overall UX and efficiency of the Battlefront II Main Menu system?


Given the continuous rollout of content over its lifetime, Battlefront II's menu system has developed some issues with ease of use. Thankfully I had an idea of the few major steps required to kick off an effective redesign.
card Sorting

This exercise would be essential to analyze the current architecture and identify areas of improvement and redundancies.

Heuristic evaluation

Since the goal was to help reduce the friction faced by users while navigating the menu, it was important to assess the UI patterns employed on a more granular level in order to come up with recommendations.

Challenges and Solutions

Identifying the
Pain Points

To identify some of the major issues I decided to analyse some common use cases for navigation.

This audit was carried out using heuristic evaluation as well as surveying popular critic reviews, community boards and general audience perception.
Sllide reads: challenge #1: Make home page more effective.50% of the main section is occupied by randomly popuated cards. Quick match randomly assigns you to one of 11 multiplayer game modes.
Slide reads: challenge #2: Improving the information architecture to reduce clicks. popular game modes like Galactic Assault and essential modes like Tutorial are buried deep within the menu. Footote: Galactic Assault, Supremacy and Heroes vs Villians are the 3 most popular game modes based on data aggregated from online polls on Reddit, GameFAQs and streaming channels.
Slide reads: Chaenge #3 Redesign navigation within the single player section to reduce cognitive load. The single player menu heirarchy is 3 levels deep. Customization options are also reelegated to cards that take up entire screen.

Competitor Analysis

The previous entry in this franchise, Battlefront (2015) was able to handle this information complexity a lot more effectively.

While not exactly a 'competitor', the previous installment in the franchise, Star Wars Battlefront (2015) similarly boasted a slew of multiplayer game-modes. However, what set it apart was its effective hierarchy and uncharacteristically minimal UI, unique from previous entries in the franchise. The analysis revealed the following insights.
Slide reads: Insight #1 Progressive Disclosure. Tabs reveal additional information in the active state, leading to reduction of cognitive load.
Slide reads: Insight #2 Scrollbox Element. Page containing all multiplayer game modes implemented with a scrollbox.
Slide reads: insight #3. Single page customization. Dedicated game mode customization screen, divided into vertical sections to display variety of information.

Solution #1

Not the Architecture You
Are Looking For

With some research of the most popular game modes along with some quick card sorting, I was able to come up with a simpler and more efficient hierarchy. The following information architecture achieves the same functionality as its predecessor, with fewer pages and clicks.

The excercise also helped reveal some deeper insights that ended up informing other solutions.
As opposed to the 27 nodes and 9 branches, the new Information Architecture provided the same functionality with just 17 cards and 4 branches.
A before and after representation of the menu system's information architecture. The before version has a total of 27 nodes sprawled over 9 branches. The after version is noticably smaller with 17 node and 4 branches.
The first page displayed when opening the Play section of the menu. The 3 main options are displayed as large cards on the screen. They read Multiplayer, Single Player and Tutorial.

Intuitive Heirarchy

Top-level hierarchy made more intuitive

Progressive Disclosure

Descriptive information only revealed on active tabs, reducing cognitive overload and visual clutter.

Easier Access

Number of clicks reduced with all game mode visible on same page implemented using a scroll box.

Popular Hierarchy

Visual hierarchy established for game modes by sorting from highest to lowest in terms of popularity.
The page contains a tiled list of all mutiplayer game mode which overflow off screen. There is a scrollbar present on the list's right.

Solution #2

Efficient CTAs

The major challenge face here was the ineffectiveness of the home page CTAs.

The screen real estate afforded by the home page compelled the need for a more effective solution.

This is the proposed alternative.

Last Played Option

This helps you quickly jump back into the last game mode you were playing.

Multiplayer Call-To-Action

To take you directly to the Multiplayer page in the play section, to choose your game mode of choice.
The new menu system now contains a last played option as the primary CTA. It reads: "Jump Back in. Galactic Assault". The other new call to action is for the Multiplayer page. It reads: "Choose between 8 exciting online modes. Multiplayer"

Solution #3

Single Page Customization

A majority of the complexity in the menu system's IA stems from the use of 3-panel customization options as navigation elements that take you to deeper pages.

Let us take a page from Battlefront (2015) to imagine a leaner user flow.

Return of the Progressive Disclosure

All customiztion option relegated to a single page. To reduce complexity, multiple vertical sections that are progressively disclosed to handle chapter selection, mission information, etc.
The animated gif of a page which is labelled single player arcade. Initially, a vertical section aligned to the left takes up a thrid of the screen. It displayes information about the arcade game mode with a few customization options. Once the customization are filled in, two more section animate onto the screen and take up the middle and right portion of the screen. The middle portion contains additional customization options based on the selections made in the first section and the right section contains additional descriptions and metadata.

Prototyping & Final Screens

Greyboxing

This step was essential to validate the UX of the new user flow.

The greyboxing was implemeted using Aashrey Sharma's Prototyper plugin for Figma, which reduced the time taken by a huge factor.

You can plug in a controller to your desktop to try out the focus-based navigation!

Design System

In order to effectively re-design the User Interface, a breakdown of its current systems thinking was necessary.

This would entail understanding the rules and guidelines for its core thematic, typography, icons, colors, shapes, and animations.
A board with the breakdown of the game's current design system. The various categories of design elements are colors, button states, typography and visuals.

Walkthrough Reel

Improvements and Reflection

Feedback from Players and Experts

Socializing the new design on online player communitites and to UX desigers in the games industry led to generally positive feedback, with a few points for improvement!

I also decided to decided to conduct a seperate accessiblitity review in order to complement this phase of iteration. This was done using the Game Accessiblity Guidelines.

improvement #1
A Better Place for Tutorial

The Tutorial Mode may not need to be accessed as frequently. Co-op missions moved back to their original position
Two screen show new configurations of the play section and single player page. The play section displays co-op missions as the third option in place of tutorial. Tutorial is placed as the fourth new option under the single-player page.
The image shows the before and after versions of the top navigation bar. The newer version has a darker background and more opaque text.

improvement #2
Clear/Readable Text

Background and text colors for were tweaked to ensure high contrast.(4.5:1 for normal text)

improvement #3
Turning Off Background Animations

Background animations can be highly distracting to gamers with cognitive impairments like ADHD.
The image shows a new UI prompt present at the bottom og the screen. The prompt for hiding background character animation.

2023 Update: Promotional Content

I felt like the original redesigns did not take into account more screen space for promotional content. Battlefront II has seen a fair amount of promotion for other EA games on its main menu screen durings its lifetime, sometime where multiple games take up the entire right section. This is expected for live serice game offered by a publisher as big as EA.

However, I think we have established enough UI patterns to allow for a robust combination of in-game and promotional content!

The image shows a new UI prompt present at the bottom og the screen. The prompt for hiding background character animation.

Learnings

  • Creating a demo reel of key user flows for easy socialization.

    A demo reel was the best way to socialize the new design in its entirity and recieve quick feedback.

  • Understanding the UX design process/development lifecycle in AAA productions.

    The most likely cause for the ineffective information architecture could have been the additional content being added to the game over time. Understand the development life cycle may be key to possibly avoid this situation for future development.

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