For this Dissecting Design, I’m looking at Skullgirls and how an indie fighting game managed to take on the major titles at their own game. I talked about what made Skullgirls stand out and lessons other designers should take note from the game.
Today’s Critical Thought is about one of the best tutorials I’ve seen for a video game in terms of teaching people of all skill levels. Tutorial design is very understated, but an important part of building a healthy community for a game.
I went over the important parts of tutorial design and how this certain game managed to hit every point. If you can think of any other good examples of tutorial, let me know in the comments below.
Sometimes there are great examples of design that beg to be examined further, such as the level design in Mario Galaxy and The Binding of Isaac’s replayability. For today’s post I want to talk about the fighting game Skullgirls and how it featured one of the best tutorials I’ve ever seen from the genre and is easily the gold standard that should be copied for other titles.
Playing through Abyss Odyssey, the latest game from Ace Team has left me cold. The developers touted a combat system akin to fighting games but from what I’ve seen, what they have doesn’t come close. The art of making not just a fighting game but one that can stand up at a tournament like EVO requires a special eye to detail and one that a lot of designers don’t have.