It’s time to return to the topic of making video games easier to understand, and that begins (and sometimes ends) at the tutorial stage. Trying to teach someone the basics of your game is vital and can be difficult to get right, because every game is different. For today’s post, I want to focus on the use of immediate feedback and how two very different, yet complicated titles, handled things differently.
Offworld Trading Company is the latest game from Civilization 4 designer Soren Johnson and the first of his new studio Mohawk Games. The game has been in early access for a very long time and has finally been released. While the basic concept remains the same, the months of polish and fine tuning has helped out a lot; making one of the best and most interesting strategy games released in a long time.
Stardew Valley is the passion project from Eric Barlone and his attempt at replicating and growing the addictive gameplay of the Harvest Moon and Rune Factory series on the PC. After four years of work, the game is finally out and gives us one of my favorite games of 2016.
Recently, I got back into Anno 2205 which is the latest game in the economic strategy series from Blue Byte. The game is more notably known for streamlining a lot of the game down to its basic systems. While I enjoyed the game and love titles built around optimization, I can’t help but feel that the developers messed with one of the most important draws of game design built around optimization.