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.
Today’s post is a continuation on my thoughts of teaching players how a game works. In my previous post, I talked about a hierarchy of learning based around three questions. For this post, I want to talk specifically about the structure of tutorials in game design and what needs to be in them.
Video games feature different levels of complexity based on the genre and design, and it can be very hard to teach someone how to play a title if it’s their first time. Thinking about this more, I’ve come up with a simple hierarchy of how designers can help design the flow of a game or a tutorial to teach someone the game mechanics effectively.
In this episode of the Perceptive Podcast, we once again turned out discussion to educational video games and topics on education with the return of our panel.