Simplification
Challenge
In this drinking-themed shooter, the meter representing a player’s vitality is displayed as a breathalyser. Instead of losing health through standard attacks, players become intoxicated via alcohol-based weapons. The original design split the meter into five segments. At the start of a match, it is full, representing complete sobriety. When a character takes a hit, the meter decreases. Each time it drops into a new section, the player suffers a different form of sensory impairment to reflect growing drunkenness, paired with altered physics. All senses would be affected before the character ultimately blacks out. While the idea offered many creative possibilities, it soon proved overly complicated, which risked confusing players. This was identified after the Digital Design Document was finished and addressed in the post-mortem discussion.
Action
The breathalyser system was streamlined into three parts, as illustrated in the image above. First, subtle camera shakes signal that a player is under attack, giving them a chance to react. Next, the player experiences only one of the five drunken sensory impairments, determined by the type of alcohol used against them. Finally, mild wonky physics effects are introduced.
Result
The updated breathalyser system retains its unique identity while significantly reducing complexity. Further adjustments will likely be made through playtesting, but this is a step in the right direction and demonstrates how overwhelming players with too much information can hinder gameplay.