Today’s Industry Insight looks at the news of Tencent trying to rebrand its distribution platform to compete with Steam. If you don’t know about Tencent, I talked about the company and how they are a very big deal when it comes to online and multiplayer games. We also discussed what this could mean going forward with the Steam Direct changes planned by Valve.
You’re calendar isn’t wrong, it’s Monday and we have a cast up. One of the goals of the Patreon campaign is to afford us the option to do double casts each week, and I wanted to create a teaser/advertisement for everyone.
Team Fortress 2 in my opinion is one of the most fascinating games ever made. Valve managed to transcend both the retail market and the game’s original design and transformed it into something all its own. It’s also known as the first non MMO retail game to not only last for over seven years, but the first to go F2P with microtransactions. Many companies have tried emulating this success (Very recently Overkill Software with Payday 2,) but no one else has managed to do it as well as Valve and what I wanted to talk about today.
Teaching someone how to play your game is one of the toughest parts of being a game designer and one that I’ve spent multiple posts talking about. Many people learn better through instructions, while others prefer visual aids and it’s hard to develop the perfect tutorial.
But for today’s post, I want to look at a shortcut that developers have used whenever they need to explain new forms of game design to players in the form of organic tutorial design.