In the past, I’ve talked about game tutorials from the perspective of the philosophy of how to design them. For today’s post, we’re going to get into the nitty gritty and discuss what elements you need to have when building video game tutorials.
For this week’s Dissecting Design, we’re taking a look at the action horror game Dead Space 2. I talked about how the series used an integrated UI to add to the game and what’s unique about the necromorphs. We also talked about how the series fell out of favor and the offputting microtransactions in a horror game.
Today’s Critical Thought is about the importance of words and speaking. For the first part, I talked about some public speaking thoughts I’ve had from doing it for so long, and then we moved into talking about the use of words for tutorial and lore design in games.
For this Industry Insight, we have three topics to talk about. The first is Take Two shutting down openIV; a popular GTA modding software that’s about a decade old. I talked about how the modding scene has grown and why this is a bad move from Take Two. I then talked about my thoughts on Konami’s business practices that was revealed this week and then finally ending on the news from Io Interactive.