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New tutorial system

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13 years ago
May 5, 2012, 2:20:20 PM
Hello,



From my 10 minutes of game play I got really lost in this game. The main problem is that you force too much information into the new player at once. I believe that if you take smaller steps in the tutorials will be better.



For instance you start a new game, the tutorial explains the interface than it asks the player to perform a task and it's instructions on how to achieve it. After each task a new feature is explained and then assigned a task to actually see it happen.



The system works like this: Information regarding the task -> Instructions for the task -> Letting the player actually try it out -> Rewards + New task



Cypher.
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13 years ago
May 5, 2012, 2:23:27 PM
So basically we need a "Starter Mission" , like on each step you get a tuturial and such? So it's slower but explains more?
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13 years ago
May 5, 2012, 2:28:05 PM
Yes, you push less information to the player and you increase the gameplay at the same time because he learns and tries all the features at a much slower rate but he actually plays the game.



So if you put a player to create an exploitation for a planet he is guided by the tutorial to do it (by the way, this will require a small revamp of the tutorial screen to be always on screen and to allow player interaction with the UI). You basically create a set of tasks that will mimic the normal gameplay of an experienced player in small steps that relate to each other.



What do you think of it?



Edit: This might also improve the new player's experience and will attract it to keep playing
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13 years ago
May 5, 2012, 2:31:06 PM
It is a pretty basic information dump right now, and I think it is tolerable because the UI just makes so much sense. That stated, of course a learning-by-doing experience would be preferable in any case, as potential customers might not have played as many 4X space games to grasp the info dumped on them like the more experienced players can.
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13 years ago
May 5, 2012, 2:37:09 PM
I just read: /#/endless-space/forum/27-general/thread/7370-the-tutorial-show-don-t-tell and I agree to some parts, showing (actually automating some stuff) is a bad idea, however asking the player to perform the actions step by step would be already something. So if you constrain the amount of information into smaller chunks this will give you a few feature:



1. An interactive way to learn the game also targeting a wider audience.

2. An introduction campaign, maybe more will be added with increased difficulty which will also add lore to the game.

3. FUN = Profit.
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13 years ago
May 5, 2012, 2:37:41 PM
RedV wrote:
It is a pretty basic information dump right now, and I think it is tolerable because the UI just makes so much sense. That stated, of course a learning-by-doing experience would be preferable in any case, as potential customers might not have played as many 4X space games to grasp the info dumped on them like the more experienced players can.




Yeah, especially if they "Just wanna play" and keep getting pop ups explaining things. After a while they'll just cross the pop up without reading just to be able to play.
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13 years ago
May 5, 2012, 2:40:08 PM
Inquisitioner wrote:
Yeah, especially if they "Just wanna play" and keep getting pop ups explaining things. After a while they'll just cross the pop up without reading just to be able to play.




And they will end up not knowing what to do next, getting angry and closing the game. This is bad for player experience and should be a calm and relaxed gameplay.
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13 years ago
May 5, 2012, 2:41:01 PM
Inquisitioner wrote:
Yeah, especially if they "Just wanna play" and keep getting pop ups explaining things. After a while they'll just cross the pop up without reading just to be able to play.


Indeed. There is a bit too much explained than you would immediately need. This works in a game manual (oh how I miss them...), but the tutorial screens only appear once, as far as I checked.



As a temporary solution, it would be nice if we could just access the tutorial page for the screen we're on, at the press of a button. F1 seems handy enough.
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