MarioMakerPolygon

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.

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Crusaderkings 2 Kotaku

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.

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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.

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Infinifactory (3)

Recently, I’ve been playing Zachtronic’s latest game SHENZHEN I/O. The game is about using assembly level programming to create programs by using circuitry and CPUs. To help, the game features a 41 page manual that reads like the company manual you get at work. Despite the manual, I had to turn to outside help to learn the basics of the game.

Trying to learn the game, I started to think about how we learn things both in and outside of a class setting, and that games might hold a better solution.

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