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Designing a Diegetic Quest Journal for Elden Ring


Reducing cognitive load while preserving ambiguity, discovery, and player-led exploration.
Add: role, timeline, tools, methods.

Role: UX Researcher / Game UX Designer
Methods: Comparative analysis, heuristic evaluation, interaction flow, mid-fidelity prototyping
Tools: Figma, gameplay analysis, annotated screenshots
Outcome: Adventure Log prototype with Encounters, Journal, and Map systems.



Project Snapshot


Problem
Players must rely on memory, external notes, or guides to track NPC quests.
Design Challenge
Support information recall without turning Elden Ring into a guided checklist.
Solution
A retrospective Adventure Log that records only previously encountered NPC dialogue, locations, and player notes.


Research Question




How might we help players remember quest-relevant information while preserving Elden Ring’s intended PX of ambiguity and discovery?



Research & Evaluation




GameQuest SupportUX Lesson
Elden RingMinimal / memory-basedPreserves mystery but creates cognitive burden
Breath of the WildAdventure LogSupports recall without fully solving the path
Red Dead Redemption 2Directed mission logClear, but too guided for Elden Ring



Key Insight


The issue is not that Elden Ring lacks “quests.” The issue is that players are asked to remember fragmented information that the system could preserve without giving away future actions.



Design Principles


Recognition over recall
Show already-seen information.

Retrospective only
No future objectives, no checklist, no “go here next.”

Preserve ambiguity
Keep dialogue and player interpretation intact.




Prototype


Interaction Flow of the Adventure Log System






Encounters










Design Tradeoff



Tradeoff: More information can reduce confusion, but too much guidance can damage the intended player experience.
Decision: The system only records what the player has already encountered.