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Realm of the Mad God

( ROTMG )

PC Game UX & UI Redesign
10 Minute Read

Introduction

This project aims to reiterate ROTMG's UI/UX to better support evolving veteran player techniques, while also lowering the skill floor for new players.
Further, I was personally looking to develop my ability to translate Figma designs into Unity prototypes that could facilitate basic interactions.

Tools

Unity
Figma
Adobe Illustrator

Scope

Redesigning the in-game HUD, Character Selection, and Character Creation (PC)

Team

Michael Malatesta

Understanding the Game:

Realm of the ... Who?

Genre-Defined

Realm of the Mad God is a unique combo of existing genres that creates an original experience.
By comparing against genre-defining titles, we can better understand ROTMG & its innovations or divergence from familiar gameplay conventions later on.

Bullet-Hell

Popularized by titles like Cuphead, the "bullet-hell" genre challenges players to dodge increasingly complex projectile patterns as difficulty ramps up.

Rogue-like

Popularized by titles like Slay the Spire, "rogue-likes," have players experience a cycle of dying and starting over, with each attempt intended to teach them more about the game's challenges.

MMORPG

(Massively Multiplayer Online Role-Playing Game)

Popularized by titles like World of Warcraft, MMORPGs allow players can interact with thousands of others in real time, blending role-playing elements with large-scale multiplayer experiences.

Gameplay Summary:

Welcome to the Realm

Explore a top-down world filled with enemies firing complex projectile patterns, requiring sharp reflexes and strategic item management.

Players team up to tackle bosses and dungeons, while managing gear, consumables, and hopefully, loot.

Demanding full attention, even a split-second lapse can result in death; losing your character and everything they held. Time to start over!

UI Breakdown:

The Windows of Opportunity

Player Behaviour & UI Interaction:

Swap to the Top

Watch this
player
swap Items->

Experienced players meet increasing difficulty by honing the "Swapping" technique.

This technique sees players quickly swap between different gear and consumables to maximize stats and items for any scenario.

Native key binds have always supported Swapping, but players have honed the technique as ROTMG introduces expanded bag space and new items.

Experienced players meet increasing difficulty by honing the "Swapping" technique.

This technique sees players quickly swap between different gear and consumables to maximize stats and items for any scenario.

Native key binds have always supported Swapping, but players have honed the technique as ROTMG introduces expanded bag space and new items.

Watch this
player
<- swap Items

Comparing Familiar UI:

The Best Ability System,  BAR one

The Swapping technique is similar to using abilities on an Action Bar in typical MMORPG games.

These titles almost unanimously rely on this action-bar system, anchored to the bottom of the players screen.

A successful exception is the MMORPG Old School Runescape (OSRS), which draws similarities to ROTMG's UI.

World of Warcraft
Action Bars
Final Fantasy Online
Action Bars
->
->
OSRS UI uses a side panel (2007); Similar to ROTMG.

Expired Inspiration

OSRS pioneered the side panel layout 6+ years before ROTMG's release

However, newer versions of Runescape deviate from the opaque UI panel.

This suggests OSRS might also deviate, if not restricted to the unchanging nature of the "Old School" servers...

OSRS Mobile lowers panel opacity and adds margins to increase screen visibility. (2017)
Runescape 3 reduces panel size significantly, and even allows panels to be moved. (2013)
OSRS UI uses a side panel (2007); Similar to ROTMG.
Runescape 3 reduces panel size significantly, and even allows panels to be moved. (2013)
OSRS Mobile lowers panel opacity and adds margins to increase screen visibility. (2017)

Expired Inspiration

OSRS pioneered the side panel layout 6+ years before ROTMG's release

However, newer versions of Runescape deviate from the opaque UI panel.

This suggests OSRS might also deviate, if not restricted to the unchanging nature of the "Old School" servers...

A successful exception is the MMORPG Old School Runescape (OSRS), which draws similarities to ROTMG's UI (Large panel docked to the right used for clicking on gear and consumables).

The Problem:

A UI That Makes  You-Die

Player Quotes:

Does the UI Really Need Improvment?

"I just got impaled by [an enemy] while ... thinking [it's] safe ... because I looked at [my] potion inventory and dragged [healing items]."

- Reddit User

"I want to look at the game ... I don't want to look at my inventory"

- Discord User

"I am very mad at how I died ... I was running away looking at my HP"

- Discord User

Survey Says...

I also surveyed 30 Random ROTMG players in-game:

8 in 10 players said they intentionally carry more than 1 item for Swapping

7 in 10 players admitted that they have died while looking at their UI

4 in 10 players said that they never use the 1-8 inventory keybinds

Research Insights

Players do believe Swapping is an essential game mechanic, and are willing to risk carrying extra items in combat to increase their combat effectiveness

However, just as many players have died while trying the technique themselves, or even just managing their basic UI, such as health and consumables.  

Despite carrying Swaps, a significant portion of players do not use the full range of Swapping key binds; and instead opt to swap by manually clicking & dragging. Some players express only being able to reach key binds 1-4 for use.

How Might We...

How Might We enhance players' situational awareness while also enabling quick access to inventories, better supporting rapid decision-making during high-stakes gameplay, and lowering the skill floor for new players?

The Solution:

A New Realm of Design

Improvement 1:

Implementing a Traditional Action Bar

A Traditional MMORPG Action-Bar makes swaps and key binds more accessible to both new and experienced players.

ALL bags are now always visible, allowing players to track ALL held items, rotating each bag into the action-bar position when prompted.

Ability to Re-bind Inventory slots 1-8, allowing players to set more comfortable and in-reach key binds

Improvement 2:

A Less Distracting Loot System

Loot Window now appears just above the action-bar, only displaying slots for the amount of items that have dropped.

Will always shows an extra empty slot, maintaining player's ability to drop items into specific loot-bags.

Allows players to easily manage and store loot from their peripheral vision

Improvement 3:

Swapping Account Frame to Character Frame

Account and Guild name are redundant to the player and do not warrant constant screen space, so they have been replaced by character and progress relevant info.

Icon and Star-Rank remain because they are dynamic, and change with player progress (using skins or cosmetics, earning fame).

The Fame Bar now more appropriately sits alongside the players star rank; as these are directly correlated (When the player earns fame, their star rank increases).

Oh, and I redesigned the fame star icons, too.
Current:

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