A8. Keep Navigation Simple
“I understand where to go and how to go there at all times. I can easily navigate both the user interface and the world because the navigation is consistent, logical, and minimalist.”
In the case of navigating the world, the game’s movement mechanic is intuitive and easy for players to understand and use constantly. Players are always aware of where they are in the world, and they understand both where they can or should go and how to get there. In the case of navigating the user interface, simple and intuitive design ensures that players are readily able to find their way around the interface to the information they need.
By knowing where they are at all times, even with rapid movement, players will have a better sense of the game world, and will not become confused or lost, immersing them into the game world. Because navigation is generally something that happens constantly within the game, a simple and intuitive movement mechanic will reduce cognitive load on players, freeing them up to focus on the gameplay instead.
- Batman Arkham VR (1, 2): Players always know where they can use the grappling hook, because valid targets are indicated by a circular target-like UI (1). Similarly, the UI also indicates where they can teleport to on the ground level (2) and reminds them which button to press when they want to teleport. These straightforward navigation methods are employed consistently throughout the game.
- The Lab: Blue circles on the ground indicate places to which the player can teleport. When the player points at a blue circle, their pointer and the targeted circle both turn green, and a green arrow appears over the circle. Otherwise, the pointer remains red until the player targets a teleportable area.
- Mighty Monster Mayhem: Players can walk through the city by simply swinging their arms back and forth. This method of navigation is easy to use, easy to remember, immersive, and non-obstructive.
- Farpoint: The game clearly calls out the player’s next destination with a blue marker that also shows the player’s current distance from the destination. “My first objective is over there,” the player says.