Blood Bowl II

overview

role
Game Designer
genre
Tactical
platform
PC, Console
date
2012
team size
80+
tags
Management, Strategy, Sport
engine
Custom Engine
company
Cyanide

pitch

Blood Bowl 2 is the sequel to the classic Games Workshop football fantasy game adaptation by Cyanide. It is a tactical / strategy game with team management elements as well.

PLAY

Check the Steam page for Blood Bowl 2 here:

Play

challenge

At the time I joined the project, the game was approaching release, but had been entirely designed with only PC in mind. With the release of a new generation of consoles, game controls and UI had to be adapted for controllers and comply with Sony and Microsoft's guidelines.

APPROACH

The goal was to have controls be as intuitive as possible, as well as to have navigation be quick and direct.
Internally, the stated goal was that players could end up where they wanted to go by just mashing the A/X button.

process

Our first instinct was to reuse as many components as possible across both PC and console versions. The idea was to keep all the buttons on screen and use the controller to move the focus to the different buttons. But we soon realized that this wasn't ideal, as players had to move across many buttons to reach the one they wanted to hit.

So we changed our approach to the opposite: directly mapping UI buttons to controller inputs. It was indeed more efficient, but no matter how much we tried, it wasn't intuitive for confirmation pop-ups (yes/ no buttons). It would take players several seconds to understand which button to press, whereas it was nearly instantaneous when options were displayed on screen.

TAKE-AWAY

Although it seems like an intuitive approach to design one rule that can then be applied to all cases indiscriminately, among the many iterations we tried, we couldn't find a one-size-fits-all system. Sometimes, multiple rules are more straightforward than a single one can be.