Recently I got a comment on one of my videos from someone asking me about learning how to manipulate a 3D camera in a game. That comment reminded me of something very important, and an area where a lot of developers fail to grasp — understanding and designing around the new player’s experience.
This past decade has given me a chance to play more unique and interesting titles than ever before. With that said, it has also exposed one of the major failings I see from indie developers, and that is about onboarding the player to their game. Part playtesting, tutorial, and UI design, this is an important concept for any developer to learn.
On stream, I had a chance to try and fail to learn Stellaris, even with the help of people who have played and beaten it in the past. Experiencing a game from the new player’s perspective is an invaluable resource for when it comes to building a tutorial, and where game designers tend to fail the most on.
For today’s Industry Insight, I’m taking a look at the recent discussion from the Venturebeat demo of Cuphead. Is this a case of someone not qualified to play the game, or is the tutorial and design at fault? For the first part, I did a play-by-play breakdown of tutorial design and where Cuphead could use some improvements. After that, I talked about the problems with the presentation and play from Venturebeat.