As the UX Designer for Cities: VR, a live VR port of the city-building game Cities: Skylines, I have focused on improving the tutorial and onboarding experience through prototyping, testing, and design discussions with the team.
Upon joining the project, I identified and addressed various issues including overwhelming instructions, long tutorial duration, multiple prompts at once, difficulty remembering controls, and an intrusive screen that followed the player's face.
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Upon joining the project, I focused on improving the onboarding and tutorial to better fit the target audience, some of whom were not familiar with the Cities: Skylines franchise. Through initial review and user testing, I identified various issues including:
These issues resulted in a significant percentage (40%) of players being unable to complete the tutorial.
To improve the player experience I focused on prototyping and testing new tutorial instructions and a controller cheat sheet, as well as identifying quick fixes such as changing the city border color and allowing players to receive a full refund during the tutorial.
In addition, we implemented stationary screens which were found to be more effective in helping players understand and retain information, as well as a Player Guide to provide players with ongoing support and information throughout the game.
While the tutorial is now quicker and all players were able to complete it, players still struggled with remembering controls and button placements. Further updates and solutions will be implemented in the future to continue improving the player experience.
So, I found out from earlier tests that players are unsure where buttons are placed on the controllers.
When playing VR games it's a hassle to look at the controls, since you need to remove the headset to do so.
Players also forgot information and which buttons had which action, since they focused on trying to remember button placements.
To address this, we implemented a controller model with button labels.
When I tested this change, I was amazed how much smoother the tutorial went!
Players were happier, struggled less, and moved quickly through the tutorial. While playing after the tutorial, they remembered the information and learned new features through the button labels.
I joined Fast Travel Games as their first UX Designer after the skeleton of the tutorial had been created.
I quickly noticed that it needed some love to fit the target audiences since not all would be familiar with the Cities: Skylines franchise.
I found some low-hanging fruit that would help players.
For example, switching from radio buttons to checkboxes when players can check several options.
To validate the need for an update, and identify the main pain points, I ran an initial tutorial test on Cities: VR.
40% of the players couldn't even finish the tutorial! Other insights included:
While some fixes could only be tested after a rough implementation, I could test and iterate on the instructions.
I created and iterated on the tutorial texts in Figma, testing each iteration on the target audience through 1-on-1 interviews online.
Cities: VR is a very complex game, and not everything is being taught at the tutorial.
Since players also got overwhelmed by the amount of information and controls, I suggested we add a controller cheat sheet to the game.
While testing the instructions, I also tested my wireframe of the controls.
I had identified some issues which could be easily fixed by the developers. Some examples are:
The tested, new instructions were in! The test was much quicker, no players got stuck, and they were generally less confused.
We also added GIFS with pictures of the controllers, highlighting the relevant buttons.
While this was a cost-effective and fast way to show button locations, it was ultimately not enough.
During the past two tests, I noticed players trying to look past the instruction screens. It seems like it was interfering with the learning.
We fixed the screens and implemented a Player Guide which would support players with information later in the game.
The result of the stationary screens was better than expected!
But, players still had issues with knowing button placement and remembering controls.
When playing VR games it's a hassle to look at the controls, since you need to remove the headset to do so.
Players also forgot which buttons had which action, since they focused on trying to remember button placements.
We added a controller model with button labels, to help players remember positions of buttons as well as the actions. I immediately saw that it made the tutorial experience much smoother in the next playtest.
Working with VR games is exciting since there are so many new challenges to tackle!
It's still a fairly new medium, and there are few guidelines on how to solve common usability issues.
My top takeaways from Cities: VR so far is: