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by lghh 3062 days ago
Oh buddy, there is so much laughably wrong with how to create usable products in this.

> If a 19 year old "CoD Player" can't figure out to RTFM, its their loss.

Mechanics in games, much like things in user interfaces should be discoverable without reading a manual. The actual act of creating a potion or weapon out of materials or managing your inventory or doing simple combat should not have to be looked up. The process for creating or doing something well can be experimental or based on skill, but the physical act of doing the thing should be easy to understand without reading. This extends beyond games to user interfaces, tools, or many other things. It's clear what a knife does when you look at it, getting good at preparing food takes practice.

> Kids today want everything handed to them it seems. I lost interest in games decades ago because I thought we'd get better versions of Ultima IV as time went on. Instead we got "interactive" movies for the most part.

The CRPG scene is going through a renaissance. Games like DotA and many fighting games make their objectives clear but take time and strategy and experimentation to master.

> Little Johnny wants to be a rock star, but learning guitar is hard. Try this 5 button fake guitar, now you've got talent! So of course mastering the up, down, left, and right arrows would be hard to figure out.

Playing guitar is a life long endeavor. Comparing it to learning the rules of a single game that you may play for 50 - 100 hours is insane. Nobody thinks someone playing guitar hero has talent, but they do know they are having fun.

"Back-in-my-day-ism" is a cancer in both the consequential and the inconsequential, please really think about what you're saying when you spout it.

2 comments

> Mechanics in games, much like things in user interfaces should be discoverable without reading a manual.

I tend to believe this, too - and am amazed at how Minecraft knowledge spreads. I don't believe there is any documentation, it all seems to be peer-to-peer over the web.

I'd love to figure out how to generate the interest that drives the amount of time and effort kids spend reading and watching about playing the game, outside of actually playing the game.

> Mechanics in games [...] should be discoverable without reading a manual

Well, there are a few times I'd like to have explanation on how the game work, especially on things that are not easily discoverable/understandable without a lot of experiments, like you know, mechanics that are common in CRPGs like sustained effects, criticals, effect of stats... That's the kind of things I'd want to have a manual for.