Building the UI for a AAA Single-Player Game (God of War Ragnarok)

What the talk teaches

  1. Presets by need. Ragnarok had "65, 70 options or something like that"; its first-launch setup (the out-of-box experience, "Ubi" in the transcript) offered a quick skip or a guided setup, with language, subtitles and text size on the first page and accessibility presets for vision, hearing, motion and motor that change many settings at once.
  2. Mark what differs from the default. Each changed setting shows in blue, whether the player or a preset changed it. He calls it very cheap and immediately effective.
  3. List a setting where players look for it. When playtesters could not find a setting, it was duplicated into another category: auto pickup is in both gameplay and accessibility.
  4. Text size matters more than expected. In his words: "we're seeing nearly 60% of players change their setting, which never happens, to large, which is one step up from our default." The body font never went below 24 points in their own pipeline. Text scaling needs dynamic layouts (a field's position follows the height of the one above), planned from the first wireframe; localisation then produced almost no layout bugs. At the largest size, scrolling, or a ticker for single-line fields, and some accepted overlap.
  5. Remapping by action. Full controller remapping was the most requested accessibility feature and meant designers bind actions (aim, interact, evade), not buttons.
  6. Tutorials. About 70 in-game and 15 in-menu tutorials. Show them in one consistent place and style; teach one thing at a time; delay activation slightly in case the player already knows it (he offers this mainly for sequels). In-menu tutorials add pointers (bouncing arrows), take over input so only the expected action advances, and stay short: "No longer than seven steps. Because after this, players just start mashing buttons."
  7. Notifications. One global queue, one notification on screen at a time, made players wait too long (a big haul of resources at once). The plan is a queue per screen region, linked only when one message must stand alone.
  8. Also: watch playtest video, because stuck players do not say so (quest icons brought to the realm gateway fixed one case); two fonts, a sparing display font and a readable body font; an icon font to save memory and inline icons in text; iterate on core systems until they click; ask whether a feature is worth its cost (the page-flipping journal).

What the kit took

What it did not take, and why