Poll: Game Design Duel - How do you learn to play?

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American Fox

Le Best Tank
Aug 14, 2012
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Everything you need to know about game design is utilized in Cookie Monster Munch on the Atari 2600.
 

Here Comes Tomorrow

New member
Jan 7, 2009
645
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Ech, control pads have like 10 buttons on them now, tutorial sections are basically a requierment these days.

I actually really dislike it when games these days do that thing where they throw you into an opening segment where you have access to all your abilities and the best weapons and chucks a load of weak enemies at you and doesn't tell you wants happening or give you any controls then then takes it all away.

Just give me a basic tutorial section I can do at my own pace, step by step and let me discover stuff by myself.
 

Aerosteam

Get out while you still can
Sep 22, 2011
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It depends on what kind of game it's going to be with these choices. However, in every situation, here's some things which every tutorial should be like:

Never break the flow of gameplay!

Don't interrupt the player with a message covering the whole screen and they have to press the accept button to get rid of it. Instead, have a character or small button prompt appear in the corner to tell the player what to do while they is still in full control.

Tell the player actions, not solutions

If you want to teach the player how to jump obstacles, don't say "Jump over this by pressing the A button", all you need is "Press the A button to jump" and they should know how to progress themselves.

Allow the player to skip any tutorials

Never waste the player's time. If all a tutorial is doing is teaching them things they already know, you're doing just that.