EQUIPMENT SYSTEM

My Role: Game System design, User experience design

Vision

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System Intro

The system features 8 weapon types and 8 rune types. Each provides distinct attribute bonuses and unique skill effects. Players are encouraged to select combinations that complement their character’s abilities.



Purpose

The primary goal of this system is to address the slowdown in character progression during the late game, where players often experience diminished growth satisfaction. By introducing customizable weapon and rune combinations, the system adds strategic depth and allows players to explore diverse playstyles through equipment synergy.


Challenge

The biggest challenge of this system is how to let players change their equipment effortlessly. Since we've added a layer of strategy, a simple "one-click loadout" is no longer suitable. Therefore, I designed a filter that allows players to quickly find all currently available equipment.