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.
Starting off on the right foot when it comes to showing your game off is crucial. I’ve talked before about how you usually have about 15 minutes to convince someone to keep playing your game. For this post, I want to focus on the three kinds of possible video game intros and the implications of each.
Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today’s post, I want to focus on when the progression models of a game don’t work to keep the player engaged.
This week’s cast was an amazing discussion with Michel Sabbagh on the topic of immersion in games and the evolution of emergent game design.