came over here from the versus wolves video and im also glad to see them's fighting herds rep! that game was doing alot of things right and im glad to see it getting the respect it deserves The sf6 character guides i think are some excellent fg in game learning, it tells you the applications of every special move but also stuff like "this is a great combo tool" or "this is minus on block up close but safe from afar" while also have the characters shown getting rewarded and punished for the hypothetical decisions made. It's also written from the perspective of each character so it has a lil personality and makes its more enjoyable the uni 2 tutorial i've always never really saw the hype for some of the reasons you listed in the video but one thing for me (and it also applies to other fighting games as well) the pacing of the tutorial is very dreadful. Specifically how in the beginning it will say "here is how you walk back and forth!", tell you to hold forward and back and than the game goes "CLEARED" and than moves onto the next thing that is saying "here is how you jump" and so on. Like why does a fighting game need to have separate sections of the tutorial over every element of the ui, and instead just pack it in to one chunk instead, or compacting in moving into one thing. another shout out to them's fightin herds but i love how during the part of the tutorial where you are learning the movement controls the game will recognize if you can figure out how to dash and jump and just say "okay we'll move on then", and i think that can expidite the learning process if a game can recognize the player is familiar with video games enough to intuit that if i hold up i can jump excellent video though!
This is such a gem! I like all the conclusions you've arrived at. I thought it was cool how you get itemized reaults at the end of of Guilty Gear xrd rev2 matches, but the game didn't allow me time to read every the result before they would vanish from the screen. Your ideas would make those results immediately actionable--yes!
I love your shelf analogy, and the four aspects of training. Giving information when the player needs it is key, and going straight from the results screen to resources seems great. ____ The multiple choice situation quiz format is interesting, and referring players to where they can find the information is good. I wonder if that would work best if the community could create and vote on quiz guides, to take less dev time and be more organic and adaptive.
Didn't learn shit about fighting games (mainly because I'm not interested in fighting games) but I am using this as a reference for how to make a tutorial/training more palatable. Thanks for the video mate!
I don't understand why Arcade and Storymode aren't part of the onboarding conversation. Like RTS videos, it all starts with "steps taken after being blown up in matchmaking", considering new players even got that far. Great video though, making Result Screen Info more tangible to players who don't understand frame data would be a huge step forward
Came here from Woolie Versus to show support
You've been witnessed by Woolie, my friend.
Woolie Vs sent me here!
Saw you on Woolie's channel. Gotta give you the view first cause it's only fair.
came over here from the versus wolves video and im also glad to see them's fighting herds rep! that game was doing alot of things right and im glad to see it getting the respect it deserves
The sf6 character guides i think are some excellent fg in game learning, it tells you the applications of every special move but also stuff like "this is a great combo tool" or "this is minus on block up close but safe from afar" while also have the characters shown getting rewarded and punished for the hypothetical decisions made. It's also written from the perspective of each character so it has a lil personality and makes its more enjoyable
the uni 2 tutorial i've always never really saw the hype for some of the reasons you listed in the video but one thing for me (and it also applies to other fighting games as well) the pacing of the tutorial is very dreadful. Specifically how in the beginning it will say "here is how you walk back and forth!", tell you to hold forward and back and than the game goes "CLEARED" and than moves onto the next thing that is saying "here is how you jump" and so on. Like why does a fighting game need to have separate sections of the tutorial over every element of the ui, and instead just pack it in to one chunk instead, or compacting in moving into one thing.
another shout out to them's fightin herds but i love how during the part of the tutorial where you are learning the movement controls the game will recognize if you can figure out how to dash and jump and just say "okay we'll move on then", and i think that can expidite the learning process if a game can recognize the player is familiar with video games enough to intuit that if i hold up i can jump
excellent video though!
Fighting game twitter bout to blow this up lol
This is such a gem! I like all the conclusions you've arrived at. I thought it was cool how you get itemized reaults at the end of of Guilty Gear xrd rev2 matches, but the game didn't allow me time to read every the result before they would vanish from the screen. Your ideas would make those results immediately actionable--yes!
this guy sounds familiar
I love your shelf analogy, and the four aspects of training.
Giving information when the player needs it is key, and going straight from the results screen to resources seems great.
____
The multiple choice situation quiz format is interesting, and referring players to where they can find the information is good.
I wonder if that would work best if the community could create and vote on quiz guides, to take less dev time and be more organic and adaptive.
Aaaaaaand subbed! Would love to see more videos on the specifics of how people learn. Gaming related or not I'll still watch.
Didn't learn shit about fighting games (mainly because I'm not interested in fighting games) but I am using this as a reference for how to make a tutorial/training more palatable. Thanks for the video mate!
yay
I don't understand why Arcade and Storymode aren't part of the onboarding conversation.
Like RTS videos, it all starts with "steps taken after being blown up in matchmaking", considering new players even got that far.
Great video though, making Result Screen Info more tangible to players who don't understand frame data would be a huge step forward
here from woolie
Gaming