Fable Forge
Overview
This project is a concept for a fictional game called Fable Forge. It's a mobile text-based RPG that uses AI-generated content. This case study focuses on the main user flow of creating a new default game. I completed this flow's research, ideation, and UI development.
Business Goal
The primary goal is to build a mobile text-based role-playing game with endless replayability. Success is to be measured by initial Adoption and retention.
Design Problem
The user wants a way to play an open-ended, immersive, emergent, and cooperative storytelling experience where their choices impact the storyline.
Discovery
I started the project by imagining what kind of application I'd like to create and what would be ideal for a portfolio piece. I decided on a mobile text-based role-playing game that uses AI for three reasons, one being that a text-based game closely resembles all kinds of applications because it stays in a 2D environment. The second reason is that I'm a big fan of Role-Playing Games, so creating a product I'd use makes it easier to make on my own and keeps it interesting. Fun fact: I had no idea text-based RPGs were even a thing - I discovered them while scouring the app store for ideas.
Lately, I've been fascinated with discovering the potential and limits of generative AI models. I use ChatGPT and Midjourney daily for both professional and personal projects. I used AI even in this project to analyze interviews and cross-reference them with each other to find insights and themes I may have missed on my own. Surprisingly, not surprisingly, it not only uncovered what I found, it returned even more - with references to when each interview participant mentioned it.
This fascination with AI is the final reason for choosing a piece showcasing a great potential application of generative AI. With AI, a game like this comes alive.
Competitive Audit
One initial step was to evaluate Fable Forge's feasibility by conducting a competitive audit of existing text-based RPGs on the app store. This audit included the type and quality of Products, Market Position, Competitor's Value Proposition, Potential Opportunities, and Threats from competitors.
Research Goals
- Validate the market demand for the core features of the game.
- Discover untapped opportunities in the market.
Key Learnings
Market Demand Validation
The audit confirmed that there is indeed a market for the game's primary features. This validation reinforces the value proposition of Fable Forge.
Limited AI Competition
The audit found that only one direct competitor uses AI. This presents a unique opportunity for Fable Forge to differentiate itself by leveraging AI-generated content.
Broad Target Audience
The target audience for text-based RPGs is quite diverse, ranging from teens to adults. Some players even explicitly seek text-based RPGs, suggesting a niche but enthusiastic market segment.
User Interviews
Research Goals
- Understand the expectations and desires of potential users for a text-based RPG that utilizes AI-generated content.
- To identify pain points that potential users may experience when playing a mobile text-based RPG.
- Gather additional feedback and suggestions that could guide the development of the game.
Key Learnings
Some helpful information emerged. The gains confirmed the market demand and helped prioritize features. Their pains and concerns brought up new issues regarding monetization models and AI-generated content.
Positive Aspects
AI-Driven Dynamic and Personalized Experiences
Participants appreciated the promise of AI in creating dynamic, personalized narratives that can adapt to player choices. This confirms that the core concept has market appeal.
Collaborative Storytelling
They highlighted the value of shared narrative experiences and player-driven events in the game's story.
Balance Between User Input and AI-generated Content
They emphasized the importance of striking the right balance between user input and AI-generated content
Pain Points & Concerns
UI/UX Concerns
All participants stressed the necessity for an intuitive and polished user interface, including accessibility features. This highlights the importance of investing in UI/UX design.
Monetization Concerns
All four emphasized the need for fair in-game monetization that doesn't hinder gameplay or create a "pay-to-win" environment. Subscription models are seen as viable if they provide clear value.
AI-Generated Content Concerns
Two of the four interviewees expressed concerns about the potential for AI-generated content to become repetitive or generic, pointing to the need for quality control in AI-driven narratives.
Flow & Architecture
Define Target & Direction
Next, I prioritized potential features and chose what to focus on for the rest of this design project.
I decided on the primary user flow of a new player. This flow includes creating a New Game using the starter content, except for a custom profile image and name. It ends with the player starting the game and being shown a loading screen.
Why I Chose This Direction
- It's likely most players' first experience of the game
- Using a default game type and character is the easiest way for a new player to get started
- The custom profile image and name showcase the unique content that can be generated using generative AI techniques.
- It sets the groundwork for creating a custom game type and character during the process.
User Flow
Now that I had decided which flow to design, I made a flow map. I also included some potential gains and pains with opportunity prompts in the form of How Might We's. However, They are assumptions and would need to be evaluated later in usability tests.
In later usability tests, this flow needed to be updated. As you'll read later, some key steps were added to the flow.
Information Architecture
While working on the user flow, I worked on an architecture map of the game. The map includes the primary game flow and the other probable main menu links. It had multiple iterations and served as a way to help visualize the context of the flow.
Wireframes & Prototyping
Prototyping
I designed a prototype in Figma for each wireframe and conducted unmoderated usability tests. The usability tests were conducted at their homes using the Maze application. Following the usability test, they completed a SUS.
Research Goals
- The research goals for each prototype largely remained the same.
- Determine whether or not users can create a new game
- Determine whether or not users can create a character
- Gauge the user's overall opinion of the flow
UI / Visual Design
Final UI Design
Finally, I designed a UI that aligned with the initial artwork vision. I also created a logo and finalized some placeholder content. An interactive prototype was completed in Figma as well.
This design is the first UI that would be tested with players and iterated on. However, because of time constraints, this is the final UI design.
UI & Artwork Vision
- A stylized UI
- Should "feel" like a storybook
- Elements of Adventure
- Does not reflect a specific game theme or time period.
- The style must work with various game themes, such as high fantasy and sci-fi.
Post-Mortem
The game seems to fit the market. Although, true success needs to be gauged post-launch. The biggest challenge was working solo. It slowed the design process, and the lack of internal review most likely resulted in missed opportunities and solutions.
Next Steps
This concludes the case study of this project. Although only a fraction of the entire game, it provides a solid base for continued research and development.
Taking the project to launch requires continued design iterations, development, and implementation, as well as ongoing evaluation and iteration post-launch to succeed.
Continued Design Improvements
- Finish designing other Users
- JourneysContinued User Testing & Visual Design
- Finalize Design System & Prep for Development
Development & Implementation
- Content Creation
- Develop Game
- AI Content Generation via OpenAI API &/or internal generative AI system
- Finalize Business Model
- Marketing
- Launch
Evaluation & Iteration
- Measure performance against KPIs
- Improve the game based on user feedback