Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891134 Posts in 33523 Topics- by 24768 Members - Latest Member: Stome

June 19, 2013, 01:18:41 AM
TIGSource ForumsDeveloperCreativeDesignAgainst "modern" Tutorial levels
Pages: 1 2 [3] 4 5 ... 7
Print
Author Topic: Against "modern" Tutorial levels  (Read 4877 times)
Gimym TILBERT
Level 10
*****


Sorry! discussing feminism is forbiden on tigs :(


View Profile Email
« Reply #30 on: December 11, 2011, 03:50:09 PM »

Oh god


I think that it's a bad idea...

Fixed
« Last Edit: December 11, 2011, 04:08:14 PM by Gimmy TILBERT » Logged


ILLOGICAL, random guy on internet, do not trust
JMickle
Level 10
*****


lqikq come home


View Profile
« Reply #31 on: December 12, 2011, 07:41:48 AM »

megaman is also a great example of level design teaching gameplay (see http://www.youtube.com/watch?v=8FpigqfcvlM for egoraptor's gushing about the series)

to tackle the problem of having SO MANY KEYS ON A KEYBOARD, do what most flixel games to and have the main controls need to be pressed to activate the game! Fathom was great because you had to press Z and X to start, so your fingers were already on the keys by the time you get to the gameplay. No more instructions are given to you (for reasons to do with the story) but you get a hang of what you can do right away, the first screen practically screams "go right" at you. Everything is designed to get you to do what the developer wants you to do, without forcing you.

Not saying it isn't without flaws but it is a fantastic basis to work from to incorporate an intuitive tutorial into your game. I am following very similar design philosophies for my own project, using players' own inquisition to teach them the controls.
Logged

stevesan
Level 3
***


Experienced coder, n00b designer.


View Profile WWW
« Reply #32 on: December 12, 2011, 08:37:26 PM »

megaman is also a great example of level design teaching gameplay (see http://www.youtube.com/watch?v=8FpigqfcvlM for egoraptor's gushing about the series)

to tackle the problem of having SO MANY KEYS ON A KEYBOARD, do what most flixel games to and have the main controls need to be pressed to activate the game! Fathom was great because you had to press Z and X to start, so your fingers were already on the keys by the time you get to the gameplay. No more instructions are given to you (for reasons to do with the story) but you get a hang of what you can do right away, the first screen practically screams "go right" at you. Everything is designed to get you to do what the developer wants you to do, without forcing you.

Not saying it isn't without flaws but it is a fantastic basis to work from to incorporate an intuitive tutorial into your game. I am following very similar design philosophies for my own project, using players' own inquisition to teach them the controls.

That egoraptr should be like required viewing for allll the designers
Logged

DavidCaruso
YEEEAAAHHHHHH
Level 10
*



View Profile
« Reply #33 on: December 12, 2011, 08:44:46 PM »

if your control scheme is complex and you're worried they won't be able to figure out everything by themselves then just do this at the beginning of the game



and then you can immediately start throwing scenarios at them which require that they know how to use this shit, since they've already been able to screw around and figure out what all they can do

Of course this is mostly in the context of action games anyway, but a similar approach could probably work for other types of games, it'd just be a bit more convoluted to implement.
« Last Edit: December 12, 2011, 08:52:10 PM by DavidCaruso » Logged
Gimym TILBERT
Level 10
*****


Sorry! discussing feminism is forbiden on tigs :(


View Profile Email
« Reply #34 on: December 12, 2011, 09:29:27 PM »

Logged


ILLOGICAL, random guy on internet, do not trust
XRA
Level 4
****


.


View Profile WWW
« Reply #35 on: December 12, 2011, 09:39:43 PM »

STALKER had a tutorial?   Huh?

anyway, bring back the attract mode...
Logged

ThePortalGuru
Level 7
**


Expect the funexpected


View Profile Email
« Reply #36 on: December 12, 2011, 11:13:12 PM »


Fuck these.  Fuck everything about these.
Logged

Strife
Level 2
**


StrifeNet7
View Profile WWW Email
« Reply #37 on: December 13, 2011, 12:37:46 AM »

megaman is also a great example of level design teaching gameplay (see http://www.youtube.com/watch?v=8FpigqfcvlM for egoraptor's gushing about the series)

I saw this the other day on one of my buddies' Facebook pages. Everyone reading this thread needs to watch it. Conveyance is such an amazing technique in action games, and if you pull it off right, you absolutely do not need a tutorial.
Logged

DavidCaruso
YEEEAAAHHHHHH
Level 10
*



View Profile
« Reply #38 on: December 13, 2011, 08:24:17 AM »



I take what I said back!
Logged
stevesan
Level 3
***


Experienced coder, n00b designer.


View Profile WWW
« Reply #39 on: December 13, 2011, 02:49:15 PM »

megaman is also a great example of level design teaching gameplay (see http://www.youtube.com/watch?v=8FpigqfcvlM for egoraptor's gushing about the series)

I saw this the other day on one of my buddies' Facebook pages. Everyone reading this thread needs to watch it. Conveyance is such an amazing technique in action games, and if you pull it off right, you absolutely do not need a tutorial.

Yeah he pretty much sums up what I was trying to say. In hilariously correct fashion. The thing with Zero is another great technique: Show another character doing something awesome rather than telling the player.
Logged

stevesan
Level 3
***


Experienced coder, n00b designer.


View Profile WWW
« Reply #40 on: December 13, 2011, 02:51:12 PM »


Haha I have nothing fundamentally against these things... but they should only be there for reference. The game should still stealthily teach (convey?) the actions in-game.
Logged

stevesan
Level 3
***


Experienced coder, n00b designer.


View Profile WWW
« Reply #41 on: December 13, 2011, 02:52:18 PM »

STALKER had a tutorial?   Huh?

anyway, bring back the attract mode...

Haha yeah it was terrible. The first guy you meet basically tells you everything in one huge chunk about your PDA and stuff. I'm loving my time in STALKER right now, but man that tutorial was shit.
Logged

Jasmine
Level 6
*


Location: England


View Profile
« Reply #42 on: December 13, 2011, 02:56:45 PM »

With some games, like RTS games, the first 2-3 levels of the campaign are essentially tutorials, that teach you how to play.

iirc, Tomb Raider had a tutorial at the beginning that was actually very useful, since the gameplay was quite unlike other first person games that came before it.

I don't know if/how tutorials have changed in recent years because I haven't bought any games for a long time.
Logged

I ain't pushing no moon buttons.
C.A. Sinner
man of wealth & taste
Global Moderator
Level 10
******


dmloish srs cultru


View Profile WWW
« Reply #43 on: December 13, 2011, 03:06:24 PM »

The tutorial in Driver was harder than most of the rest of the game and tought you skills you  never needed again.  Hand Thumbs Up Left
Logged

Strife
Level 2
**


StrifeNet7
View Profile WWW Email
« Reply #44 on: December 14, 2011, 03:48:15 AM »

The tutorial in Driver was harder than most of the rest of the game and tought you skills you  never needed again.  Hand Thumbs Up Left

Oh geez, I remember that. xD "Maybe I'll call you when I need a ride to the grocery store."
Logged

Pages: 1 2 [3] 4 5 ... 7
Print
Jump to:  

Theme orange-lt created by panic