User experience and impression comes not only from beautifully designed tanks, thunderous shooting, explosions, and a snow-covered terrain. The user also needs a comprehensible and predictable environment. That usually means (especially in our case, where we are squeezed by the LBE limitations) the following
- A clear declaration of the basic rules and targets: That's your tank, that's how you operate it, your goal is to shoot as many enemy tanks as you can;
- A timing system: Users won't enjoy the game if they have no means of understanding how much time is left until the end of the game or the round; and
- A reward and instant gratification systems, which usually includes two components:
- In-game instant gratification system: You want to clearly see how much damage you have inflicted, how many enemy tanks you've shot, what your position in the rating is, or, well, who has killed you right now. The same system allows you to track the achievement of the goals set in the beginning
- A final reward: The more you enjoy a game and get thrills and excitement in the process, the more you expect from the finale. You need an adequate final reward to make you want to try again and top the leaderboard