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I'd say the opposite. And having to judge a billion games. You'd be surprised how many games forget simple things like, oh, INSTRUCTIONS ON HOW TO PLAY!
:pant, pant:
I learned a lot doing last years IGMC, but I'm learning a lot this year too. Everyone should be forced to play bad games and think critically about them when they do - judging and reviewing them. Because that teaches you some shit, lemme tell you now.
:pant, pant:
I learned a lot doing last years IGMC, but I'm learning a lot this year too. Everyone should be forced to play bad games and think critically about them when they do - judging and reviewing them. Because that teaches you some shit, lemme tell you now.
Good visual design like in those videos is trickier to do in a medium that is primarily text based. RPGs don't have a ton of mobile elements and are mostly menus half the time. So yeah, contextualized button-presses warrant someone to explain that to you.
Of course there's smart ways and dumb ways of explaining tutorial junk. I swear we had a thread about it a year ago or so.
Of course there's smart ways and dumb ways of explaining tutorial junk. I swear we had a thread about it a year ago or so.
Any explanation trumps none. Seriously, some of these games I still have no idea how to play, why I'm playing, how I'm winning/losing or why, and I played them for an hour. ;.;
Yes, but in a sense, I think that having a game that introduces one element at a time is better one that messily exposes all the elements of gameplay all at once. Level design is important in that it should introduce new concepts incrementally, instead of plonking it all on you and expecting you to cope, or perhaps you can have all the skills you need, but having visual cues tell you to be able to understand what you're doing in that situation.
Perhaps the reason why you have this view, Liberty, is because you've played a lot of bad games with bad level design that didn't introduce these concepts one by one, and thus left people confused as to what to do. I think I'm tired of being told by the game exactly what to do, and that part of the fun is finding out what you need to do, but there needs to be some sort of guidance that's suggested by the level design.
For example, even if you have a game like Portal where you're essentially shown how to do each thing, it's still implied rather than directly told through a text tooltip, in this example using audio cues from GladOS.
What I'm arguing is that theoretically, the best kind of tutorial is one that shows the player rather than tells the player what to do.
Perhaps the reason why you have this view, Liberty, is because you've played a lot of bad games with bad level design that didn't introduce these concepts one by one, and thus left people confused as to what to do. I think I'm tired of being told by the game exactly what to do, and that part of the fun is finding out what you need to do, but there needs to be some sort of guidance that's suggested by the level design.
For example, even if you have a game like Portal where you're essentially shown how to do each thing, it's still implied rather than directly told through a text tooltip, in this example using audio cues from GladOS.
What I'm arguing is that theoretically, the best kind of tutorial is one that shows the player rather than tells the player what to do.
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