I feel your pain! I had so many players getting stuck in my puzzle game at some point were they would have to double tap to perform an action. None of them checked out the "How to play", everyone just jumped right in. Teaching them along the way is the best experience.
You could make a small story of the robot getting assembled. In the beginning it can only walk and then it gets equipments for each arm, going one step at the time, including skills like hacking also.
True. I chose the more direct approach (without giving any narrative reason for anything) because 1) it's faster to make and test, 2) it doesn't slow the player down with "irrelevant" information, at a time when they mainly want to get playing. But when I have more of the game ready, I do want to revisit this. And I love your idea of assembling the robot during the tutorial.
Nice explanation of a pain :) Basically, the gamification does that: introduces new items/elements of the game as you slowly progress into the story. Not overwhelming the player at once. Nice Filip, keep going!
For people "left click" subconciously means "right click", normally people read "click" as "left click". Happened to me while i was watching the video. I had to remind myself that its written "left click". I realized how important familiarity is for users while using a product at my current job. Even in written language. Hopefully it helps you as well. Love the visual mouse approach by the way.
I believe some movies do need and do have tutorials. Narrators, flashbacks, these are all movie tutorials teaching the audience how the heck that world works
True. Same for most games, where you also need to teach the audience about the world. But I think we all agree this is qualitatively different from game tutorials. A movie "tutorial" would be if, at the start of the movie, a narrator says something like: "To watch this movie properly, lie down on your left side and whenever the movie says 'foobar', close your eyes for 5 seconds."
I feel your pain!
I had so many players getting stuck in my puzzle game at some point were they would have to double tap to perform an action.
None of them checked out the "How to play", everyone just jumped right in.
Teaching them along the way is the best experience.
You could make a small story of the robot getting assembled. In the beginning it can only walk and then it gets equipments for each arm, going one step at the time, including skills like hacking also.
True. I chose the more direct approach (without giving any narrative reason for anything) because 1) it's faster to make and test, 2) it doesn't slow the player down with "irrelevant" information, at a time when they mainly want to get playing. But when I have more of the game ready, I do want to revisit this. And I love your idea of assembling the robot during the tutorial.
Nice explanation of a pain :) Basically, the gamification does that: introduces new items/elements of the game as you slowly progress into the story. Not overwhelming the player at once.
Nice Filip, keep going!
For people "left click" subconciously means "right click", normally people read "click" as "left click". Happened to me while i was watching the video. I had to remind myself that its written "left click". I realized how important familiarity is for users while using a product at my current job. Even in written language. Hopefully it helps you as well. Love the visual mouse approach by the way.
Oh, that's a fantastic insight! It makes so much sense that people just subconsciously equate "[direction] click" as right click. Thanks!
Wow. I didn't know how hard can it be. Let the force be with you.
I believe some movies do need and do have tutorials. Narrators, flashbacks, these are all movie tutorials teaching the audience how the heck that world works
True. Same for most games, where you also need to teach the audience about the world.
But I think we all agree this is qualitatively different from game tutorials. A movie "tutorial" would be if, at the start of the movie, a narrator says something like: "To watch this movie properly, lie down on your left side and whenever the movie says 'foobar', close your eyes for 5 seconds."
A famous no-tutorial game worth checking out: The Witness. It’s amazing how well the mechanics are demonstrated without a single word being used.
Yes, that's a good one. Just give increasingly harder puzzles if you have something like a puzzle game, and start with the simplest possible.
Thought this title was about YT tutorials and thought wow that’s a hot take 😂
Oh man, sorry. I should probably change the name of the video because, yeah, it sure looks like I'm going to talk about TH-cam tutorials.