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Mobile Game Design: 4 Factors That Enhance User Experience

Mobile Game Design: 4 Factors That Enhance User Experience

It does not matter how much entertaining or actual concept of the mobile game, if the user’s experience is not even scarce, it will neither collect speed nor earn the audience.

So, what is the difference between a well -oil mobile game from the UX point of view, and one that is just average or even worse? Take a look at the factors that determine it, so if you decide to promote your interactive creation, you can keep them in mind.

It is easy to reach the interface elements

From high -speed multi -player shooters to fasten and socially focused online bingo games, the way you interact with mobile titles needs to improve keeping in mind the platform limits.

Many of this will come to the point of how you will be based on your phone. Will they be kept in a portrait familiarity, use only one digit to play, or will it be held a landscape, which will get two digits you get to play?

In most cases, it will be easier to reach the interface elements that are close to the bottom of the screen and will result in more overall enjoyment. It pays to experience with different settings and settings, and the user tests to see if your current setup is appropriate or required.

Mobile Game Design: 4 Factors That Enhance User Experience
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Diplomatic use of advertising

Many mobile games rely on advertising income and sports to meet development costs and make profit in the long run. However, when consumers will accept a certain degree of extra marketing within the game, especially if it had no compensation to download the first place, you would have to carefully balancing the players to prevent completely.

One way around it is to encourage the ads to watch ads by providing sports rewards, such as watching video ads to promote cosmetic items or XP. Another is to ensure that advertising is not too invasive. Filling the screen with a popup ad every 60 seconds is a certain way to install people in their draws.

Constant control

We have already highlighted how the interface layout can improve the user’s experience in the mobile games, but another essential factor to be right is the overall consistency of the control. In particular, you want to make sure they are so intuitive that the players expect what they expect from them for a moment, rather than they are expected to be expected to be surprised by some archives or irrational interaction.

For example, if players are expected to drag and drop the objects and roles around the screen, make sure the anchor point for interactive with the screen item is the same. Similarly, if a specific interaction is assigned to a particular context in double tapping an item, apply the same logic on double tapping in other scenarios, so as to avoid confusion and frustration because the players are caught with the game.

If there is a doubt, it often helps to follow the design trumps that are used in many sports in the same genre in the same way as controlled. It will incite your game with immediate acquaintance, instead of feeling strange to talk to it.

Curved letters of learning accessible

Sports problems are often discussed, and when it comes to mobile games, it is definitely a relevant concern, which needs to be quite accessible so that the comfortable audience does not separate.

Providing a lesson to bring new players and making sure the mechanics is well explained, this is a good point, but like all the elements of the UX, it eventually comes down for testing whether you need to change.

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