top of page
bookopen.png

 Animal Crossing:
New Murder

   Through usability testing, I ensured that AC: New Murder was enjoyed by the 2500+ players who picked up the game. The 60+ fan letters we've received are proof of the quality of my UX methods. This case study covers several pain points that arose.

IMG_2553_edited.png
IMG_2557_edited.png
2020-'22
2 members
  • UX Designer
  • Game Designer
  • Director
  • Artist
IMG_2557_edited.png
Role:
  • Problem

  • Plan

  • Process

  • Obstacles

  • Target Audience

  • Secondary Research

  • Flowcharts

  • Memory Retention

  • Difficulty

  • Missing Cake

  • Story Beats

  • Reception

  • Reflection

What is AC: New Murder?

   AC: New Murder is a light-hearted murder-mystery visual novel that plays alongside Animal Crossing: New Horizon. Evidence is found on the in-game island, while the story is playable in an in-browser visual novel. It's really just an interactive dream island. New Horizon is required to play.

Ankha-2_edited.png

My UX Role

   AC: New Murder’s game development happened before my UX education. My UX role in this game was less of a UX designer and more of a game designer who used a playtesting approach to solve design issues. If you would like to see a more formal, well-rounded UX design case study, please check out the case study Training Buddy.

Success

   For an indie companion game created by first-time developers, AC: New Murder received moderate success. Our game has reached over 2,000 players. On top of that, 25 of those players were streamers, with a peak live viewer count of over 300 viewers

   But that's all just numbers to me. What fills me up with genuine pride is the letters we've gotten. We've received 63 letters (so far) from players who wanted to express how much they enjoyed the game. They're all very sweet, ranging from excessive use of "!"s to very personal testimonies of how the player felt connected to the story (which is pretty wild for a goofy murder mystery set in Animal Crossing).

"I played this from midnight on and off straight to the next day until I finished it."

"Wow, way to surpass your inspirational material (Ace Attorney) there!"

"I’m going to be thinking about this game for a while, it’s left a big impression on me."

How it Started

2020072916063500_s_edited.jpg

   It’s August 2020, Animal Crossing: New Horizons presents a free update that introduces the concept of Dream Islands. Dream Islands are a way for players to share their islands online without the player having to be present.

   2020 me took this update and ran with it. "What if I make my island a story-based game? The setting and items could be on the dream island while the story is on a related website." I had a lot of fun figuring out how to make it work.

 It was going to be simple, a few storyboards tied together through Wix, but then my software engineer brother volunteered his coding and music skills. It was that moment that this fun little project  transformed into a full-on video game.

The Plan

I knew the only way to understand the player's wants was to interact with them directly. I ran three sessions of usability tests, one near the beginning and two at the end, plus some secondary research. With the knowledge I gained, I was able to improve AC: New Murder.

The Problem

We wanted the best for our players. It wasn't enough for them to have an enjoyable time; the player deserved to feel like a little detective amongst goofy animals in our funky Animal Crossing world. I wanted the player to get lost in the heart of our game, and I was going to make it happen.

Process

Since this game was created before my UX education, AC: New Murder's process is somewhat unconventional. However, it worked out. It just goes to show that each unique project needs its own unique process.  

Ideate

Define

Test

Prototype

Test

The Problem

"This game is seriously amazing… It was such a fun, refreshing, and creative experience."

Obstacles

  • This is our first game, so we had to learn as we go.

  • Modding was not an option. 

  • No budget, only passion.

  • Our time was restricted to what we could squeeze into outside of our other full-time work. 

  • Hype for Animal Crossing was long gone by the time of our release.

  • We were a very small team of two with a big vision!

The Target Audience

  • Fans of mystery games like the Ace Attorney series

  • Die-hard Animal Crossing fans who own a copy of Animal Crossing: New Horizons

   Being connected to a life-sim meant AC: New Murder was a lot of people's first mystery game. I had the specific challenge of making AC: New Murder enjoyable for both novice and advanced mystery game players alike.

"I have never played Ace Attorney so this was my first experience with this kind of game. Trying to keep track of details between 10 villagers and so many items and places was challenging, but so fun! I felt like a genius!"

Pregame

  The first research I did was external. I looked at blog posts and YouTube videos on game design and reviewed summaries of the Ace Attorney games I've played. I wanted to understand what makes and breaks a detective game.

  Mark Brown of "Game Maker's Toolkit" praised The Forgotten City for how its information and events constantly flow into each other, so I incorporated that into AC: New Murder. On the right is me testing and altering how AC: New Murder's story flows.

Handwritten_2023-10-12_151237 (22).png

Flowcharts

acnewmurderflowchart3.png

  On the left is AC: New Murder's overall flow. There's a lot of back and forth between the in-game island and the visual novel during Act 1, while the player's path in Act 3 is sprawling. The two trials bring everything together. 
 

   On the right are variable checks for an item that is needed to reach the last trail.

1st Test

   I conducted the first test as soon as possible; after I finished writing the game. My friends and I played AC: New Murder through Word documents in Google Drive. I pasted dialogue into a master document based on their choices, and we acted it out together.

   I couldn’t answer “Is the game enjoyable?” with certainty since spending time with my friends is usually an enjoyable time, but the tests gave me good insight into the other two questions.

Low

Fidelity

IMG_2557_edited.png

3 participants

- "Can the player get through the game on their own?"

- "Does the story unravel as intended?"

- "Is the game enjoyable?"

"Can the player get through the game on their own?"

Memory Retention

The Problem 

  The players struggled when asked questions during the trial because they had forgotten what was said in the testimonies.

The Solution

   I couldn't help the player by lessening the amount of information they received, nor could I diminish the importance of the information, so I approached it from the other end. What if they don't have to remember all that information in the first place? I added descriptions of the villagers' testimonies to the character's bios to close this gap in the player's memory.

   The first question is often one the player has forgotten the answer to.
Who had a conve
rsation with Lucky last night?” Most players stare at the selection of characters, racking their brains for the answer.

   They eventually make an educated guess and click on a villager. Once they do that, they're exposed to the character's description, which summarizes the character's testimony. If they didn't happen to pick Katt, the player goes back and reads the character's descriptions until they read Katt's. From then on, the player knows to check the descriptions when their memory fails them.

1st Usability Test

   Between the usability tests is where most of the “game making” happened. This whole time, I was thinking about the players and how we would deliver the experience I envisioned in a way that the players would enjoy. We had enough initial data from testing to build out the prototype of the web application. So we set to building it!