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by patio11
5882 days ago
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As wonderful as World 1-1 is for teaching Mario, I think that "Tell the player what you want them to do, allow them to see it succeed, then let them apply it" will crush "Let the player explore the 'physics' of your world, hope they proceed" in terms of task success. And these days, we can measure that intuition. Artistic intuitions of game designers have been measured in the crucible of conversion rates and been found wanting. Does anyone here sell applications? Play the first five minutes of WoW. Notice how they guide you along by the nose and make it easy for you to succeed and feel awesome doing it. All applications should do that. |
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Valve's Portal is how game tutorials should be done in my opinion. It introduces an unfamiliar game element (the wormhole gun) gradually: first you walk through pre-made wormholes, then you get to shoot one of the two wormhole entrances, and only then both of them. Even when you have the full portal gun, you get taught the various tricks (like accelerating by falling into a portal) one at a time. None of this is explained by a wall of text, rather, the level design itself suggests the only possible solution. This is all done so subtly that it hardly feels like a tutorial at all. In fact, for the player, the levels just get gradually harder and require you to combine more and more of the skills and tricks you've figured out earlier.
It works brilliantly, and makes for a much stronger experience than any of the text or voice based game tutorials I've seen so far.