Suika Game

FEATURE DESIGN | DEC. 2023

Suika Game

A feature concept for the Suika Game, a video game released for the Nintendo Switch. The feature proposes a multiplayer component that aims to promote a more competitive and social aspect for the game.

Context

A week-long case study.

Contribution

UX/UI Design
User Research
Prototyping

01

STRATEGY

The Approach

Suika Game, also known as the Watermelon Game, is a Japanese video game distributed for play on the Nintendo Switch console. The game requires players to build a high-score by dropping anthropomorphic fruits into a container. When two of the same fruits come into contact, they will combine to create a new fruit in the game’s fruit cycle. The highest level fruit that can be created is a watermelon (hence the game’s name). Players must avoid having the fruits overflow outside the container, otherwise the game is over.

The goal of this project was to identify an opportunity for improvement that could be addressed with a conceptualized feature.

The Problem

As part of the research methods used, remote user interviews were conducted with individuals who have played the Suika Game. Participants ranged from casual to hardcore gamers and had varying skill levels for the Suika Game. Feedback from the participants were consolidated and analyzed to better understand key pain points and goals for the potential feature.

Major findings consisted of:


01

The current experience has no multiplayer function or method of playing with friends other than joining a online call and vocalizing their respective progress.

02

The only competitive aspect currently existing in the game is a leaderboard system that shares high scores amongst friends.

03

There exists games with similar concepts such as Tetris - some participants felt these alternatives were more challenging and enjoyable due to the additional game mode options.

04

The game can be repetitive and depending on your skill level, the game can become tiring - participants communicated that they would like ways to keep the game “fresh” and “new”.

Identifying the User

To align design decisions and ideas, a persona was created with the identifed user goals and frustrations.

persona
Persona for the identified potential user

The Goal

Currently, the Suika Game caters to an audience of gamers that admire solo-play with a focus on self-improvement and achieving the highest score possible. However, the game model’s current structure lacks both a social and competitive aspect. Given the wide-spread success and popularity of the game, a wider audience with varying gameplay preferences has been reached.

As such, the goal is to create a feature design that would accommodate and support a more social and competitive atmosphere.

02

DESIGN / INTERACTION

Digital Prototype

To promote a social aspect to the game, a multiplayer mode has been conceptualized. As well, the additional tournament feature will support gamers who enjoy more competitve options.

Multiplayer Mode

Players will have access to a new multiplayer feature that will allow them to create custom lobbies and compete against their friends.

While playing in the multiplayer mode, additional components have been added to support the new game model and allow for engagement between players. In particular, rank placements have been added to the game and are dependant on the player's score. Ranks can be viewed underneath the score total.

As well, a windowed-view of other players' progress has been added. This allows players to monitor and watch the gameplay of their competition.

multiplayer_features
Features that have been added to support the multiplayer game mode

Score Rankings

Players will have access to a new multiplayer feature that will allow them to create custom lobbies and compete against their friends.

score_rankings
End-of-game rankings that are dependant on total score

Tournament Mode

Within custom multiplayer lobbies, players will also have the option to play a tournament game mode

tournament_mode
Tournament mode leaderboard

Tournaments will consist of multiple playthroughs where end-of-game scores will be totalled and ranked. After each round, points will be given to the player depending on their respective ranks. The player who scores enough credits the fastest will become the Suika Cup winner.

tournament_winner
Tournament winner screen

03

REFLECTION

Takeaways

Through this case study I was able to gain a greater appreciation for game UX and the specific concerns that are related to the field. Not only was I designing for a specific niche of users, I also had to consider the medium in which I was working with - the Nintendo Switch. As such, there are certain confines and considerations that were necessary to take when creating this project.

If I were to take this project further, I would begin exploring ways to support online matchmaking and how that would integrate into the Nintendo Switch Online gaming ecosystem. As it stands, the concept is more favored towards interaction between friends and so accommodating an online playing condition would require more research.