Introduction

Elden Ring is acclaimed for its challenging gameplay and immersive design, yet players encounter significant UX obstacles that impact usability and engagement. As discussions grow within the gaming community around refining user experience without compromising core difficulty, this project aims to research Elden Ring’s existing UX and identify specific pain points.

GOALS

• Map the player's journey from game start to early exploration, focusing on key interactions and accessibility challenges.

• Create wireframes to enhance accessibility in menus, character creation, HUD, and quest guidance; gather player feedback via structured user testing.

• Develop polished mockups inspired by Legend of Zelda to create an intuitive yet unique UI style.

• Identify and recommend accessibility features, such as color-blind modes and high-contrast options.

Final Designs

The final designs of this project include following screens: Title Screen, Character Creation, Combat/Gameplay, and NPC Interaction Archive.

OVERVIEW

High-fidelity mock-ups of the updated Elden Ring user interfaces in the style of The Legend of Zelda.

Click to view screens

Click to view screens

Click to view screens

Initial Research

In order to improve the user experience, I needed to understand the player's journey through the game.

OVERVIEW

My initial research involved creating a "paper" prototype map and a flowchart of the user's journey. Additionally, I explored what players have expressed online regarding their experiences with the game.

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions
flowchart of user pathing and interactions
flowchart of user pathing and interactions

HIGHLIGHT

HIGHLIGHT

HIGHLIGHT

Player's Frustrations with Quest Tracking

Several forum posts from players express frustration over Elden Ring's lack of an in-game quest log or journal system. Players mention spending extensive time on forums and guides to keep track of side quests, describing how easy it is to miss content due to the game’s minimal guidance. These comments highlight a key accessibility and UX pain point: players desire a way to track their progress without disrupting the game’s open-ended design.

This insight serves as a starting point for deeper exploration in user testing, eventually inspiring the proposed "Archive" feature .

flowchart of user pathing and interactions
flowchart of user pathing and interactions
User testing & Prototyping

Creating greybox wireframes and running multiple rounds of usability testing.

Objectives

Evaluate wireframe clarity, focusing on start menu, character creation, gameplay HUD, and dialogue menu.

Determine if players can navigate the start menu, understand character creation options, recognize UI elements, and benefit from a potential dialogue log.

Key Test Areas

  1. Start Menu: Assess preference between original and character-focused design, ease of navigation.

  1. Character Creation: Determine if players understand origin selection and if additional information is needed.

  1. Gameplay HUD: Verify if players can identify all UI elements.

  1. Dialogue Log: Explore whether a dialogue log aids memory of NPC conversations without altering game design.

hIGHLIGHT

Character creation screen

Original

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Original

Click to view screens

Original

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hIGHLIGHT

Npc Interaction Archive

Version 1.

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Version 1.

Click to view screens

Version 1.

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Noted Testing Insights

User testing revealed key findings across several interface areas:

  • Start Menu: Although designed to foster a connection with the character, most players preferred the original menu layout without the character focus, appreciating its simplicity and larger title text. All participants were able to navigate it without issues.

  • Character Creation: Initial confusion arose from unclear wireframes, especially regarding starting equipment slots. Participants generally understood most elements, but suggested clearer button prompts and additional details on character abilities.

  • Gameplay HUD: Players accurately identified most UI elements, but further testing on interaction with gameplay mechanics (like weapon switching) could provide deeper insights into usability under active conditions.

  • Dialogue Menu: Players expressed frustration with the lack of in-game tracking tools, often resorting to online resources when stuck. They preferred a combined "Dialogue/Quest Log" for tracking NPC interactions, suggesting features like NPC sorting and location markers for easier reference. The dual-scroll setup was noted as potentially confusing.

These insights guide the refinement of design elements to enhance clarity, accessibility, and support for user navigation and memory, without diminishing the game’s challenge.

Visual Design

Defining the visual language and creating polished, hi-fidelity UI mock-ups for each screen.

Inspiration

I drew inspiration from Shen Jia's stylized recreation of Elden Ring's starting area, which sparked the idea to hybridize my final designs, blending Elden Ring's gameplay needs with the intuitive, player-friendly elements characteristic of Zelda games.

This approach aimed to enhance accessibility and visual clarity while respecting the game's original ambiance.

References

References

References

The Legend of Zelda: Tears of the Kingdom, Breath of the Wild & Echoes of Wisdom (images provided by gameuidatabase.com)

Art & Design Exploration

Style Guide

Style Guide

Style Guide

accessibility

Exploring ways to make Elden Ring more accessible while preserving From Software's signature challenging gameplay.

As part of my research, I studied games like Horizon: Forbidden West and Star Wars Jedi: Survivor, both of which offer extensive accessibility options that enable a highly customizable player experience. The follow is a list of additional proposed option to add to Elden Ring.

  • Ability to Pause (game design vs accessibility)

  • High Contrast Mode

  • Audio Customization (auditory gameplay indicators)

  • Captions & Subtitles

  • Dynamic HUD scaling

  • Slow Mode / Extend Combat Timing Window (Controversial!)

Highlight - Color Blind Modes

Highlight - Color Blind Modes

Highlight - Color Blind Modes

To ensure color accessibility in my testing, I began with a general color palette that works for most players. I then created specific palettes for players with protanopia, deuteranopia, and tritanopia.

Ideally, we would also provide players with the option to choose their own colors for certain UI elements to enhance color visibility and differentiate between them. Additionally, I developed a high-contrast, monochromatic color palette for further accessibility.

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

Protanopia

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

Deuteranopia

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

Tritanopia

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

Monochromacy

Problem Areas

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

The Health loss indicator and stamina blend together and cause distracting hierarchy.

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

'FP' and Stamina are too similar

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

lack of contract between some elements background (needs to accommodate for changing backgrounds/light levels)

Fixes

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

New color safe pallet

sticky note style layout of user pathing and interactions
sticky note style layout of user pathing and interactions

Value changes & borders added to increase contrast

Outcomes & Reflection
  • Gained a greater understanding of the ux/ui design process in gaming.

  • Finalized a hybrid UI style, which maintained Elden Ring's distinct game design while enhancing user-friendly interactions.

  • Validated the new “Archive” feature (a dialogue log) through testing; players found it helpful for tracking NPC interactions without detracting from the open-world experience.

  • Improved start menu and character creation screens based on user feedback, resulting in more intuitive navigation and clearer presentation of options.

  • Demonstrated the feasibility of integrating accessibility and usability improvements into challenging gameplay, setting a foundation for broader inclusivity in future Elden Ring projects or similar games.