PUBG Mobile Research and Analysis
- Jirawat Jumponkunawut
- Nov 18, 2021
- 4 min read
Updated: Aug 25, 2022
Goal
We must modify the gameplay HUD inventory in order to minimize the time spent on the inventory for the casual player.
The current inventory system is non-intuitive in a way that it forces the new player to spend time reading item descriptions just to figure out what it is, which doesn’t fit the game dynamic where the player needs to be cautious about their situation at all times.
User Interview


Inventory problems
Pros, the auto-loot system helps a lot for the beginner since they don't know yet what is what (what ammo for what weapon)
All of the items rely solely on a label and a picture to communicate.
No signifier
Type of ammo
Type of gear
Tier of gear
They decided to use (and prioritize) the real world ammo name like [.35 ammo for handgun] instead of [handgun ammo]
The gun accessories in the inventory, although it is auto equip when looted, it doesn't emphasize the available one in the inventory.
All items visually blend with each other since there's no signifier in any way.
Pain Points
The Lack of Signifier
The majority of the problem regarding the inventory system is the lack of “system” and design. The items depend on the icon and label to communicate it’s purpose.
The player might eventually memorize and learn about each item but hurt the game retention rate since the new player can be turned off from the confusion and frustration.
Bad Visual Prioritization
The label on an item such as name, level, description, and amount seems to be prioritized equally.
This will result in a longer reading time since the player needs more time to look for the detail that is important to them.
Solution Wireframe
Ammo Signifier on the Gun UI
OLD

NEW

Gun Signifier on the Attachment UI
OLD

NEW

Unrecommended Items
OLD

NEW

Journal and Rational
Gun’s Relationship
The challenge of organizing weapons in PUBG Mobile lies in the design decision to mimic the real-world bullet and gun. This results in the same type of gun using a different type of ammo and particular ammo can be used in many guns.
For example, while both AKM and M16A4 are assault rifles but these guns use their own distinct ammo (AKM use 7.62mm and M16A4 use 5.56mm) and don’t simply share an “assault rifle ammo”.
And at the same time, ammunition like 9mm is being used by guns of various categories like UZI (SubMachine Gun), VSS (Designated Marksman Rifle), and V18C (Pistol).
Ammo Signifier on the Gun UI
After research, I found that there are 4 types of ammo that are being commonly shared among most guns. So, I decided to use 6 colors to represent all types of ammo. I decided to put the ammo that is being used by one type of gun in the same category of miscellaneous except for the 12 gauge. Despite 12 gauge only being used by shotgun, it is commonly available enough to get its own color.
I use colors with a cool tone to help differentiate the gun signifier from the ammo signifier.

Gun Signifier on the Attachment UI

There are 6 types of attachment, within each type, there are attachments that give different buff abilities. And within each ability, there are subcategories for compatibility with a specific type of gun.
I decided to assign a color to each attachment UI in order to help signify its compatibility with a different type of gun. I use colors with a warm tone to help differentiate the gun signifier from the ammo signifier.

But this might not be enough because the gun’s attachment system is not consistent. Even when the attachment is labeled as Assult Rifle, if that particular rifle doesn’t have a slot for a muzzle attachment, It would equip. The opposite problem also happens. Both the magazine for AR and Sniper can be equipped on the VSS because it happens to be Automatic Sniper Rifles. These constraints exist without any prior signifier or tutorial.
But I still would like to implement these changes to help accommodate the player who has a particular way of playing and is looking for the type of gun that suits them. When they come across the attachment that would be compatible with the type of gun that they want but didn’t yet have, they could decide to keep this one attachment to use it later instead of missing it altogether.
Modify the recommended items and amplify the effect of unrecommended items
Unrecommended Item

Recommended Item

The developer tackled the problem of complex weapon systems by implementing a signifier for recommended items and unrecommended items. The system looks at the loot table and player’s inventory and assigns signifiers according to the current player’s equipment.
Since modifying the game system is out of my scope, I am just going to make these signifiers more vibrant so they stand out more.
The current recommendation system seems to always recommend a gun. So I modify the system to recommend only the gun that we have attachment or the ammo for.
Implement the categorization into the inventory
The current inventory system has already sorted the items according to their functionality, but there is no label for which is which.
I use color on both gun UI and attachment UI as a signifier, implementing categorization labels would help differentiate between those two.
Mockup
NEW

OLD

Conclusion
I understand the design decision made by the developer and I appreciate the modular UI system that they have created. This modular system allows them to fit many different types of UI elements consistently. But at the same time, it also shows the downside of a modular system and that is a “one size fits all” solution also means that “nothing fits well”.
I think this case serves as a good example of when to break consistency in order to create a better design.
Comments